Toothy Transmuter
CR: 11 XP: 12,800
CE Medium humanoid (human, orc)
Init: +4 Senses: darkvision 60 ft., see invisibility Perception: +11
Defense
AC: 15, touch 11, flat-footed 15 (+4 armor, +1 deflection)
HP: 102 (12d6+58)
Fort: +9 Ref: +6 Will: +11
Defensive Abilities: orc ferocity
DR: 10/magic (ranged weapon attack only; 100 points)
Immune: fire (120 points)
Offense
Speed: 30 ft.
Melee: +1 greataxe +11/+6 (1d12+5/×3)
Spell-Like Abilities: (CL 12th; concentration +18) At will—change shape (beast shape III/elemental body II, 12 rounds/day) 9/day—telekinetic fist (1d4+6 bludgeoning)
Spells Prepared: (CL 12th; concentration +18) 6th—chain lightning (DC 22), disintegrate (2, DC 22), transformation 5th—cone of cold (DC 21), telekinesis, telepathic bond, teleport, wall of stone 4th—black tentacles, fire shield, greater invisibility, ice storm, mass enlarge person (DC 20) 3rd—dispel magic, fly, haste, lightning bolt (2, DC 19), protection from energy 2nd—blur, bull’s strength, invisibility, levitate, protection from arrows, scorching ray, see invisibility 1st—burning hands (DC 17), feather fall, mage armor, magic missile (2), reduce person (DC 17), true strike 0 (at will)—detect magic, mage hand, message, read magic Opposition Schools enchantment, necromancy
Statistics
Str: 16 Dex: 10 Con: 16 Int: 22 Wis: 12 Cha: 8
Base Atk: +6 CMB: +9 CMD: 20
Feats: Brew Potion, Combat Casting, Craft Wondrous Item, Improved Initiative, Power Attack, Scribe Scroll, Toughness, Vital Strike, Weapon Focus (greataxe)
Skills: Climb +8, Fly +8, Handle Animal +4, Intimidate +11, Knowledge (arcana) +19, Knowledge (dungeoneering, geography, history, local, nature) +14, Perception +11, Sense Motive +6, Spellcraft +19, Stealth +3, Survival +6, Swim +8
SQ: arcane bond (amulet), orc blood, physical enhancement +3, weapon familiarity
Languages: Abyssal, Common, Draconic, Giant, Goblin, Infernal, Orc
Combat Gear: potions of bear’s endurance (4), potions of bull’s strength (4), potion of cure moderate wounds, potions of invisibility (4), scroll of greater dispel magic, scroll of transformation
Other Gear: +1 greataxe, cloak of resistance +2, gloves of arrow snaring, headband of vast intelligence +4, ring of protection +1, spellbook, 930 gp
Description
Half-orc transmuter 12
Before Combat: The wizard casts mage armor, protection from arrows, protection from energy (fire), and see invisibility. He uses physical enhancement to increase his Constitution.
During Combat: The wizard casts mass enlarge person on allies, then casts black tentacles, disintegrate, and area damage spells. If out of attack spells, he casts transformation and enters melee.
Base Statistics: Without mage armor, protection from arrows, protection from energy (fire), and see invisibility, the wizard’s statistics are Senses darkvision 60 ft.; AC 11, touch 11, flat-footed 11; DR none; Immune none.
A toothy transmuter leads savages to victory in battle.
Garashing Tusk-Taker: Garashing believes that every enemy slain by someone he makes bigger or stronger is a testament to his skill as a mage. His allies clear out the chaff, allowing him to directly attack enemy leaders.
Source: NPC Codex, p. 187
