Does anyone have a bunch of stated out high level NPCs?


Advice


I keep hitting brick walls. I am trying to make an NPC rogue that is a monster race (it has a squid like face and might eat brains, but this is pathfinder so I wont name it). The java pathfinder generator has some limitations, like I cant have the int be high enough as a base. After trying many different fill-able character sheets I figure it would be much easier to just modify the stats of a NPC. So I was wondering if anyone has any stated out high (16+) level wizards and/or rogues. Thanks in advance.

Scarab Sages

I don't have specific rogue NPCs for you, but I thought I would point out that I made an Eldritch horror monster template (tentacle-faced, brain stealing, psionic attacks, etc) which Steve Russell included in The Book of Monster Templates. If you have a rogue or wizard of some other race like elf or human, the template added to it will make it very close to the sort of creature you are wanting.

There are also a huge bunch of high level NPCs stated out in Coliseum Morpheuon, that you could take a look at, but none of them are as simple as a plain old rogue or wizard. Still, for high level NPCs its a good source book (and the adventure gets good reviews too).


I was looking for this as well. I have both the GMG and the NPC guide, but nothing in there goes above CR 14. It would be nice to have some high level NPC's, maybe one of each class and one of each prestige class. Just a suggestion Paizo :)


qlawdat wrote:
I keep hitting brick walls. I am trying to make an NPC rogue that is a monster race (it has a squid like face and might eat brains, but this is pathfinder so I wont name it). The java pathfinder generator has some limitations, like I cant have the int be high enough as a base. After trying many different fill-able character sheets I figure it would be much easier to just modify the stats of a NPC. So I was wondering if anyone has any stated out high (16+) level wizards and/or rogues. Thanks in advance.

http://www.pathfinderdb.com/gamemaster-tools/npcs/full-npc-list

Has a few:
Examples
1) http://www.pathfinderdb.com/gamemaster-tools/npcs/425-maleficent-16th-level -half-elf-sorceress

2) http://www.pathfinderdb.com/gamemaster-tools/npcs/352-doom-seer-saron-15th- level-human-lich-loremaster


Pathfinder Adventure Path Subscriber
qlawdat wrote:
I keep hitting brick walls. I am trying to make an NPC rogue that is a monster race (it has a squid like face and might eat brains, but this is pathfinder so I wont name it). The java pathfinder generator has some limitations, like I cant have the int be high enough as a base. After trying many different fill-able character sheets I figure it would be much easier to just modify the stats of a NPC. So I was wondering if anyone has any stated out high (16+) level wizards and/or rogues. Thanks in advance.

Nowadays I mostly use PCgen (downloadable here: http://pcgen.sourceforge.net/01_overview.php ) for making a lot of characters, especially high level ones. While I've found it overall to be a god send, in putting in custom stuff it can be tricky (so it might not work in your case).

Anyway, while not a you know what, here is something I was tinkering with just for laughs the other day (an intellect devourer sorceror lich). I've cut a few of the redunant descriptions and corrected the CR, but otherwise this is all what PCgen spits out. Note that its gear is intentionally below its CR for an NPC of its CR, since I assume that an intellect devourer will have limited use of other gear itself. However, excess treasure may be donned by its "host".

Also note this stat block includes temporary modifiers from mage armor, shield, and false life.

UNDYING MIND SCOURGE CR 17 (102,400 xp)
Male Intellect Devourer (Lich) aberration 8 / sorcerer 11
CE small undead
Init +11; Senses Blindsight (60 ft.), Darkvision (60 ft.), Perception +30, Detect Magic,
Aura Fear Aura (60 ft., DC 27),
Languages Celestial, Common, Draconic, Dwarven, Elven, Undercommon, Cannot Speak, Telepathy 100 ft.,
AC 38, touch 20, flat-footed 31
hp 267 (19HD)DR 15/magic and bludgeoning; 10/adamantine
Fort +13, Ref +12, Will +17
Defensive Abilities Channel Resistance +4,
Immunities Ability Drain, Cold, Death Effects, Death from Massive Damage, Disease, Electricity, Energy Drain, Exhaustion, Fatigue, Fire, Mind-Affecting Effects, Nonlethal Damage, Paralysis, Poison, Sleep, Stunning,
Resistances Sonic 10,
Spell Resistance 23
Weaknesses Vulnerable to Protection from Evil,
Speed 40 ft. (8 squares)
Melee claw +19/+19/+19/+19 (1d4+1)
Melee touch (two handed) +19 ((two handed) 1d8+9)
Face 5 ft. Reach 5 ft.
Base Atk +11; CMB +11; CMD 38 (42 vs trip)
Atk Options Sneak Attack 3d6,
Special Actions Acidic Ray (1d6+5, 11/day), Body Thief, Fear Aura (60 ft., DC 27), Long Limbs, Paralyzing Touch (DC 27),
Known Sorcerer Spells (CL 11th):
5th (5/day) - dominate person (DC 23) , teleport , feeblemind (DC 23)
4th (8/day) - charm monster (DC 22) , geas (lesser) (DC 22) , scrying (DC 22) , black tentacles
3rd (8/day) - dispel magic , fireball (DC 21) , fly (DC 21) , hold person (DC 21) , tongues (DC 21)
2nd (8/day) - alter self (DC ) , detect thoughts (DC 20) , false life (DC ) , mirror image (DC ) , scorching ray , see invisibility (DC )
1st (8/day) - mage armor (DC 19) , memory lapse (DC 19) , protection from good (DC 19) , shield (DC ) , silent image (DC 19) , enlarge person (DC 19)
0th (at will) - arcane mark , ghost sound (DC 18) , light , mage hand , open/close (DC 18) , ray of frost , read magic (DC ) , resistance (DC 18) , spark (DC 18)
Innate Spell-Like Abilities: confusion (single target only) ( DC 22, at will) daze monster ( DC 20, at will) inflict serious wounds ( DC 21, at will) invisibility ( DC 10, at will) reduce person (self only) ( DC 10, at will) cure moderate wounds ( DC 10, 3/day) globe of invulnerability ( 3/day) Abilities Str 12, Dex 24, Con *, Int 22, Wis 15, Cha 27
Special Qualities Aberrant Bloodline, Bloodline Arcana, Cantrips, Detect Magic, Rejuvenation, Telepathy 100 ft., Unusual Anatomy, Vulnerable to Protection from Evil,
Feats Arcane Blast, Combat Casting, Craft Wondrous Item, Defensive Combat Training, Eschew Materials, Extend Spell, Improved Initiative, Iron Will, Silent Spell, Simple Weapon Proficiency, Still Spell, Toughness, Weapon Finesse
Skills Acrobatics +7, Appraise +6, Bluff +38, Climb +1, Craft (Untrained) +6, Diplomacy +15, Disguise +17, Escape Artist +7, Fly +17, Heal +2, Intimidate +30, Knowledge (Arcana) +23, Knowledge (History) +15, Knowledge (Local) +15, Knowledge (Nobility) +15, Knowledge (Planes) +12, Knowledge (Religion) +12, Linguistics(Celestial, Common, Draconic, Elven, Dwarven) +11, Perception +30, Perform (Untrained) +8, Ride +7, Sense Motive +18, Spellcraft +28, Stealth +40, Survival +12, Swim +1, Use Magic Device +22,
Possessions headband of alluring charisma +2; ring of mind shielding (worn on claw); ring of protection +2 (worn on claw); Pouch (Belt) [ Silver Mirror (1000 gp); ];

Acidic Ray (Su) You can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6+5 points of acid damage. You can use this ability 11 times per day.

Bloodline Arcana Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.

Body Thief (Su) As a full-round action that provokes an attack of opportunity, an intellect devourer can reduce its size, crawl into the mouth of a helpless or dead creature, and burrow into the victim's skull to devour its brain. This is a coup de grace attempt that inflicts 8d4+3d6+8 points of damage. If the victim is slain (or already dead), the intellect devourer usurps control of the body and may use it as its own, as if it controlled the target via a dominate monster spell. The intellect devourer has full access to all of the host's defensive and offensive abilities save for spellcasting and spell-like abilities (although the intellect devourer can still use its own spell-like abilities). A host body may not have been dead for longer than 1 day for this ability to function, and even successfully inhabited bodies decay to uselessness in 7 days (unless this time is extended via gentle repose). As long as the intellect devourer occupies the body, it knows (and can speak) the languages known by the victim and basic information about the victim's identity and personality, yet has none of the victim's specific memories or knowledge. Damage done to a host body does not harm the intellect devourer, and if the host body is slain, the intellect devourer emerges and is dazed for 1 round. Raise dead cannot restore a victim of body theft, but resurrection or more powerful magic can.

Detect Magic (Sp) The Intellect Devourer can Detect Magic as a constant ability.

Fear Aura (Su) Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or become frightened. Creatures with 5 HD or more must succeed at a Will save or be shaken for a number of rounds equal to the lich's Hit Dice. A creature that successfully saves cannot be affected again by the same lich's aura for 24 hours. This is a mind-affecting fear effect.

Long Limbs (Ex) Your reach increases to 10 feet whenever you make a melee touch attack. This ability does not increase your threatened area.

Paralyzing Touch (Su) Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description, DC 27). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Perception check or a DC 15 Heal check reveals that the victim is still alive.

Rejuvenation (Su) When a lich is destroyed, its phylactery (which is generally hidden by the lich in a safe place far from where it chooses to dwell) immediately begins to rebuild the undead spellcaster's body nearby. This process takes 1d10 days--if the body is destroyed before that time passes, the phylactery merely starts the process anew. After this time passes, the lich wakens fully healed (albeit without any gear it left behind on its old body), usually with a burning need for revenge against those who previously destroyed it.

Resistance to Sonic (Ex) You may ignore 10 points of Sonic damage each time you take sonic damage.

Unusual Anatomy (Ex) Your anatomy changes, giving you a 25% chance of ignoring any critical hit or sneak attack scored against you.

Vulnerable to Protection from Evil (Ex) An intellect devourer is treated as a summoned creature for the purpose of determining how it is affected by a protection from evil spell.


qlawdat wrote:
I was wondering if anyone has any stated out high (16+) level wizards and/or rogues. Thanks in advance.

Yes, somebody does.

I hope this helped.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Does anyone have a bunch of stated out high level NPCs? All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice
Creating Gods