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Monster Archetypes
Troglodyte High Shaman CR 6
Monster Archetypes
Troglodyte High Shaman CR 6
No redeeming qualities and more potent magic? No good can come of this.
Male Troglodyte Cleric 6 (CR 6)
Medium Humanoid (Reptilian)Init +0; Senses Darkvision (90 feet); Perception +5
Aura Stench (30 feet, 10 rounds) (DC 17)
DEFENSE
AC 24, touch 12, flat-footed 24 (+6 armor, +6 natural, +2 deflection)hp 63 (8d8+27)
Fort +13, Ref +2, Will +7
OFFENSE
Speed 30 ft.Melee +1 Flail +8 (1d8+3) or Bite (Troglodyte) +5 (1d4+3) and Claw x2 (Troglodyte) +5 x2 (1d4+3)
Special Attacks Destructive Smite +3, Touch of Evil 3 rounds
Spell-Like Abilities Touch of Evil 3 rounds
Cleric Spells Known (CL 6, 7 melee touch, 5 ranged touch):
3 (2/day) Rage, Contagion (DC 15), Bestow Curse (DC 15)
2 (4/day) Hold Person (DC 14), Hold Person (DC 14), Aid, Shatter (DC 14), Shatter (DC 14)
1 (4/day) Protection from Good, Shield of Faith, Cause Fear (DC 13), Bane (DC 13), Doom (DC 13)
0 (at will) Detect Magic, Bleed (DC 12), Guidance, Resistance
STATISTICS
Str 14, Dex 10, Con 16, Int 10, Wis 14, Cha 16Base Atk +7; CMB +9; CMD 19
Feats Channel Smite, Great Fortitude, Improved Channel, Selective Channeling
Skills Acrobatics -2, Appraise +4, Climb +0, Diplomacy +7, Escape Artist -2, Fly -2, Intimidate +9, Linguistics +4, Perception +5, Ride -2, Sense Motive +6, Spellcraft +7, Stealth +4, Swim +0Modifiers +4 Stealth in rocky areas
Languages Common, Draconic
SQ Aura (Ex), Channel Negative Energy 3d6 (6/day) (DC 18) (Su), Cleric Domain: Destruction, Cleric Domain: Evil, Spontaneous Casting
Combat Gear +1 Flail, Elven Chain; Other Gear Potion of Cure Serious Wounds, Potion of Heroism, Ring of Protection, +2
SPECIAL ABILITIES
+4 Stealth in rocky areas (Ex) You gain a bonus to Stealth Checks under the listed conditions.Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Negative Energy 3d6 (6/day) (DC 18) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric Domain: Destruction Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.
Cleric Domain: Evil Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Darkvision (90 feet) You can see in the dark (black and white vision only).
Destructive Smite +3 (5/day) (Su) You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stench (30 feet, 10 rounds) (DC 17) A creature with the stench special ability secretes an oily chemical that nearly every other creature finds offensive. All living creatures (except those with the stench special ability) within 30 feet must succeed on a Fortitude save (DC 10 + 1/2 st
Touch of Evil 3 rounds (5/day) (Sp) With a melee touch attack, target is sickened and counted as good-aligned for the purpose of [Evil] spells.
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