Nordris Kalm CR 9
Male half-elf cleric of Norgorber 10
NE Medium humanoid (elf )
Init +0; Senses Perception +3
Defense
AC 24, touch 13, flat-footed 24 (+6 armor, +2 natural, +1 shield, +3 deflection, +2 Armor [MV])
hp 65+10t (10d8+20)
Fort +8, Ref +3, Will +10
Offense
Speed 20 ft.
Melee short sword +13/+8 (1d6+8/19–20), short sword +13 (1d6+6/19–20); NOTE that Divine Power gives a haste attack and unholy is on his first poker. These are not added into the block, because he hasn't activated the latter and the former is... well, it's not in there.
Special Attacks channel negative energy 5/day (DC 19, 5d6), scythe of evil (5 rounds, 1/day)
Domain Spell-Like Abilities (CL 10th; concentration +13)
6/day—touch of evil (5 rounds)
At will—master’s illusion (10 rounds/day)
6/day—copycat (10 rounds) x
Cleric Spells Prepared (CL 10th; concentration +13)
5th—false visionD, scrying (2, DC 18)
4th—confusionD (DC 17), freedom of movement, divine power, greater magic weapon (2 1)
3rd—magic vestment, meld into stone (2 1), nondetectionD, protection from energy
2nd—aid, bull’s strength (2 1), invisibilityD, undetectable alignment (2 1)
1st—command (2 DC 14), disguise selfD, doom (DC 14), obscuring mist, shield of faith
0 (at will)—detect magic, detect poison, guidance, mending
Domains Evil, Trickery
Morale Nordris flees if reduced below 30 hit points.
Statis tics
Str 20, Dex 10, Con 12, Int 8, Wis 16, Cha 14
Base Atk +7; CMB +12; CMD 22
Feats Channel Smite, Improved Channel, Toughness, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (short sword)
Skills Bluff +10, Disguise +10, Heal +11, Knowledge (religion) +3, Stealth +4
Languages Common
SQ aura