Zander Kol (3.5e NPC)
Zander can cast 6/7/7/7/6/3 spells per day (0 through 5th). These are the spells he knows:
- 1st: Shield, Mage Armor, Enlarge Person, Protection from Law, Magic Weapon
- 2nd: Scorching Ray, Glitterdust, Icicle, Invisibility
- 3rd: Fireball, Vampiric Touch, Haste
- 4th: Evard's Black Tentacles, Shadow Conjuration
- 5th: Shadow Evocation
Male human Sorcerer 2, Barbarian 2, Fury Mage 5, Abjurant Champion 4 | |
CN Medium humanoid (human) | |
Init/Senses | +2/-; Listen +0, Spot +0 |
Languages | Common |
AC | 29, touch 11, flat-footed 27 |
hp | 78(6d12+6d4+30) (12 HD) |
Fort/Ref/Will | +9/+5/+9 |
Speed | 30 ft. (6 squares) |
Melee | Alchemical Gold Fullblade +12 (4d6+4) |
Base Atk/Grp | +9/+12 |
Special Actions | Divine Familiar |
Abilities | Str 16, Dex 14, Con 16, Int 10, Wis 10, Cha 22 |
SQ | Eye of the Storm (3/day), Flow of Destruction, Twofold Destruction |
Feats | Combat Casting, Arcane Thesis (Scorching Ray), Chain Spell, Fell Drain, Empower Spell |
Possessions | Scroll of Dispel Magic (CL 10), Scroll of Greater Magic Weapon (CL 12), Scroll of Magic Vestment (CL 12), Scroll of Teleport (CL 9). |
Patron Deity | Uthgar |
Divine Familiar | Zander Kol may expend a spell to store energy in his Divine Familiar, up to 10 charges. He can expend these to gain either a deflection bonus to armor class equal to the expended charges or heal 1d6 per charge. |
Eye of the Storm | Zander's Rage gives +4 Con, +4 Str, +4 Cha, +2 to will saves against fear, and Cha to AC. |
Flow of Destruction | Whenever Zander deals melee damage, his next spell deals +4 damage and does not provoke Attacks of Opportunity, and whenever he deals spell damage, his next melee attack deals +4 damage. |
Twofold Destruction | Zander can cast a single, damaging spell that takes a standard action or less to cast in between any two attacks of a full attack. |
Stats are adjusted to assume Raging.
Zander will generally begin combat by raging, then casting Quickened Enlarge Person, raising his melee damage to 3d6+6. If far away, he will cast Chained Fell Drain Scorching Ray, then Haste, then the altered Scorching Ray up to two more times. Once he enters full attacking range, he will full attack with a Evard's Black Tentacles inserted after the second attack, then Magic Missile. If he has time to prepare for a particularly difficult battle, he will apply the potion of Greater Magic Weapon and cast Haste and Enlarge Person beforehand. Additionally, whenever he has a free swift action he will cast Shield or Mage Armor, then Icicle if combat is below a ceiling. Once he has dropped to below 10 health, he will try to escape, casting Teleport if out of Attack of Opportunity range. If he sees he cannot get safely away, he will instead cast Vampiric Touch to try to stay alive until he can.
Zander has a 20000 gp bounty, dead or alive.
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