EVARD CR 16
Male human conjurer 16
NE Medium humanoid (human)
Init +1; Senses permanent arcane sight 120 ft., permanent darkvision 60 ft.; Listen -1, Spot -1
Languages Common, Goblin, Undercommon
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AC 20 (+1 Dex, +4 armor, +2 shield, +3 deflection), touch 14, flat-footed 19 with extended mage armor and ring of force shield
hp 90 (16 HD)
Fort +9, Ref +7, Will +10
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Speed 30 ft. (6 squares); ring of freedom of movement
Melee +5 unarmed strike +13/+8 (1d3+5)
Base Atk +8; Grp +12
Atk Options Improved Grapple, Improved Unarmed Strike
Combat Gear 4 potions of cure moderate wounds, 4 potions of fox’s cunning, wand of Evard’s black tentacles (48 charges), wand of stinking cloud (13 charges), wand of web (22 charges)
Conjurer Spells Prepared (CL 16th):
8th -- horrid wilting (DC 24), extended and widened Evard’s black tentacles* (grp +24), maze*
7th -- banishment (DC 23), widened Evard’s black tentacles* (grp +24), greater teleport*, summon monster VII*
6th -- acid fog*, chain lightning (DC 22), widened lightning bolt (DC 19), summon monster VI*, wall of iron*
5th -- baleful polymorph (DC 21), cloudkill* (DC 22), dismissal, Evard’s all-seeing worm* (DC 22, see Dungeon
107, page 37), extended Evard’s black
tentacles* (grp +24), wall of force
4th -- dimensional anchor (+9 ranged touch), Evard’s black tentacles* (grp +24), fire shield, scrying (DC 20), summon monster IV* x2
3rd -- fly, extended glitterdust* (DC 20), lightning bolt (DC19), phantom steed*, sleet storm*, stinking cloud* (DC 20)
2nd -- detect thoughts (DC 18), glitterdust* (DC 19), extended mage armor (already cast), Melf’s acid arrow* (+9 ranged touch, +5 rounds) x2, rope trick, summon swarm*
1st -- animate rope, comprehend languages, grease* (DC 18) x2, identify, obscuring mist*, ray of enfeeblement* (+9 ranged touch)
0 -- acid splash* (+9 ranged touch) x2, detect magic, mage hand, touch of fatigue (+13 melee touch, DC 16)
* Conjuration spell. Prohibited Schools: enchantment, illusion.
Spellbook spells prepared plus all spells in the Player’s Handbook (except for enchantment and illusion spells), and all conjuration spells in the Spell Compendium.
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Abilities Str 10, Dex 13, Con 16, Int 23, Wis 8, Cha 13
SQ contingency, permanent spells
Feats Augment Summoning, Craft Wand, Craft Wondrous Item, Extend Spell, Forge Ring, Improved Grapple, Improved Unarmed Strike, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus (conjuration), Widen Spell
Skills Concentration +22, Decipher Script +19, Knowledge (arcana) +16, Knowledge (architecture) +11, Knowledge (dungeoneering) +13, Knowledge (geography) +11, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (nobility) +11, Knowledge (religion) +11, Knowledge (the planes) +11, Spellcraft +27, Swim +10
Possessions combat gear plus ring of freedom of movement, ring of protection +3, ring of feather falling*, ring of swimming*, ring of mind shielding*, ring of force shield*, ring of sustenance*, amulet of health +2, headband of intellect +4, slippers of spider climbing, diamond worth 4,000 gp (for magic jar), ivory contingency statuette worth 2,000 gp
* This ring has no space limitation.
Source: Dungeon #107.