Black Ice
Defense
AC: 23, touch 17, flat-footed 20 (+4 armor, +3 deflection, +2 Dex, +1 dodge, +2 natural, +1 size)
HP: 147 (10d6+7d8+78)
Fort: +12 Ref: +15 Will: +15, +2 vs. illusions
Defensive Abilities: defensive roll, defensive training (+4 dodge bonus to AC vs. giants), evasion, greater invisibility, improved uncanny dodge, slippery mind
DR: 10/adamantine (100 points)
Offense
Speed: 30 ft.
Melee: staff of frost +10/+5 (1d4–2)
Special Attacks: +1 on attack rolls against goblinoid and reptilian humanoids
Spell-Like Abilities: (CL 17th; concentration +19) 1/day—dancing lights, ghost sound, prestidigitation, speak with animals Arcane (CL 10th; concentration +15) At will—invisibility field (10 rounds/day) 8/day—blinding ray (CL 7th; concentration +9) 3/day—shadow illusion (DC 13) 2/day—shadow call (DC 16)
Spells Prepared: (CL 10th; concentration +15) 5th—feeblemind (DC 20), nightmare (DC 23), shadow evocation (DC 23), teleport 4th—charm monster (DC 19), greater invisibility, phantasmal killer (DC 22), solid fog, stoneskin 3rd—blink, displacement, fly, major image (DC 21), slow (DC 18) 2nd—acid arrow, darkness, hypnotic pattern (DC 20), invisibility (2), resist energy 1st—charm person (DC 16), color spray (DC 19), feather fall, mage armor, magic missile (2), shield 0 (at will)—daze (DC 15), ghost sound (DC 18), mage hand, ray of frost Opposition Schools divination, necromancy
Statistics
Str: 6 Dex: 14 Con: 16 Int: 20 Wis: 10 Cha: 14
Base Atk: +10 CMB: +7 CMD: 23
Feats: Combat Casting, Combat Reflexes, Dodge, Fleet (2), Greater Spell Focus (illusion), Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Scribe Scroll, Spell Focus (illusion), Toughness
Skills: Acrobatics +20, Bluff +20, Craft (alchemy) +7, Diplomacy +20, Fly +17, Knowledge (arcana) +23, Knowledge (dungeoneering, geography) +13, Knowledge (planes) +23, Perception +20, Perform (dance) +8, Spellcraft +23, Stealth +24, Swim +2
SQ: arcane bond (staff of frost), extended illusions (+5 rounds), hide in plain sight, rogue talents (combat trick, fast stealth), shadow jump (80 feet/day), summon shadow
Languages: Aklo, Common, Draconic, Gnome, Sylvan
Combat Gear: restorative ointment (5 applications), staff of frost (10 charges)
Other Gear: amulet of natural armor +2, cloak of resistance +4, headband of vast intelligence +2, ring of protection +3, diamond dust (worth 500 gp), 3, 800 gp
Description
Gnome illusionist 10/shadowdancer 7
Before Combat: The shadowdancer casts mage armor and stoneskin.
During Combat: The shadowdancer casts greater invisibility and shield, then harries his foes with phantasmal killer, hypnotic pattern, and spells from his staff of frost.
Base Statistics: Without mage armor and stoneskin, the shadowdancer’s statistics are AC 19, touch 17, flat-footed 16; DR none.
These evasive spellcasters make frustrating enemies.
Scal Wistalvak: Gnomes love pranks and practical jokes, but few are as dark, devious, and deadly as those of Scal Wistalvak. The entire time he uses illusions and ice magic to bring about psychological torture and chilling death, he stays out of sight, laughing maniacally.
Source: NPC Codex, p. 238
