Mage Killer

Level 8
Creature· humanMediumRemaster
AC
25
HP
145
Speed
25 ft.
Perception
+16
Fort
+16
Ref
+17
Will
+16
Languages common
Skills stealth +18, acrobatics +17, athletics +16, arcana +13
Recall Knowledge DC 24 (society)

Attacks

Melee Dagger +19 (agile, finesse, versatile-s), Damage 1d4+10 piercing
Melee Dagger +19 (agile, finesse, thrown 10 ft., versatile-s), Damage 1d4+10 piercing
Melee Rapier +20 (deadly-d8, disarm, finesse, magical), Damage 2d6+10 piercing
Melee Fist +19 (agile, finesse, nonlethal, unarmed), Damage 1d4+10 bludgeoning

Abilities

Spell Dodge

Trigger The mage killer is targeted by a spell


Effect The mage killer gains a +2 circumstance bonus to AC and saving throws against the triggering spell.

Spell Interception

Trigger A creature within 10 feet of the mage killer Casts a Spell


Effect The mage killer makes a melee Strike or thrown dagger Strike against the triggering creature. If it hits, the spell is disrupted.

Magical Static

The mage killer's Strikes deal an additional 1d8 mental damage to a creature that has Cast (or attempted to Cast) a Spell within the last round, and on a critical hit, the creature is Stupefied 1 for 1 minute.

Shift Energy Runes

Frequency once per hour


Effect The mage killer alters the magical countermeasures in the runes on their armor. They change their resistance to the energy type of their choice (acid, cold, electricity, fire, force, sonic, vitality, or void).

Sudden Charge◆◆

The mage killer Strides twice. If they end their movement within melee reach of at least one enemy, they can make a melee Strike against it.

Whenever high command needs an enemy spellcaster taken off the board in the midst of battle, they send in a mage killer.


Whether they're hired to wage war, protect a caravan, or infiltrate an impenetrable fortress, there's ample work for mercenaries all over Golarion.