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Mage Killer

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

Recall Knowledge - Humanoid (Society): DC 24
Unspecific Lore: DC 22
Specific Lore: DC 19

Elite | Normal | Weak
Proficiency without Level

Mage KillerCreature 8

Medium Human Humanoid 
Source NPC Core pg. 84
Perception +16
Languages Common
Skills Acrobatics +17, Arcana +13, Athletics +16 ((+18 to disarm magic staves and wands)), Stealth +18
Str +4, Dex +5, Con +2, Int +1, Wis +2, Cha +0
Items +1 striking rapier, daggers (4), studded leather armor
AC 25; Fort +16, Ref +17, Will +16
HP 145; Resistances cold 10
Spell Dodge [reaction] 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 [reaction] 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.
Speed 25 feet
Melee [one-action] rapier +20 [+15/+10] (deadly d8, disarm, finesse, magical), Damage 2d6+10 piercing plus magical staticMelee [one-action] dagger +19 [+15/+11] (agile, finesse, thrown 10 feet, versatile S), Damage 1d4+10 piercing plus magical staticMelee [one-action] fist +19 [+15/+11] (agile, finesse, nonlethal, unarmed), Damage 1d4+10 bludgeoning plus magical staticRanged [one-action] dagger +19 [+15/+11] (agile, finesse, thrown 10 feet, versatile S), Damage 1d4+10 piercing plus magical staticMagical Static (arcane, mental) 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 [one-action] (arcane, concentrate) 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 [two-actions] 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.

All Monsters in "Mercenary"

NameLevel
Bodyguard1
Bounty Hunter4
Exiled Revolutionary10
Mage For Hire3
Mage Killer8
Mercenary Band9
Monster Hunter6
Siegebreaker14

Mercenary

Source NPC Core pg. 82
Whether they're hired to wage war, protect a caravan, or infiltrate an impenetrable fortress, there's ample work for mercenaries all over Golarion.

Sidebar - Related Creatures Crossover Ancestry NPCs

Several of the NPCs elsewhere in NPC Core can fit well in this group: Bone scavenger (level 0), kholo outrider (level 7), kholo pragmatist (level 1), lucky courser (level 8), tunnel viper (level 1)

Sidebar - Additional Lore Group Decisions

In any large group of mercenaries, it becomes extremely important to determine which clients to take on. Though some mercenary bands have a strict hierarchy with a designated leader in charge, bands are typically much more democratic. In most bands, a simple majority vote determines whether an offer is accepted or declined. Other groups fall in the middle, using a democratic election to select an individual leader or small council to make deals on their behalf.

Sidebar - Additional Lore Joining Up

Different mercenary bands have different requirements for prospective members. Being able to fight is just the start. Bands with more honorable reputations require rigorous interviews, blood oaths, and even background checks, while bands with more dubious reputations will take on a skilled fighter with no questions asked. On occasion, bands tend to form along ancestry lines. Orcs, hobgoblins, and dwarves all have storied mercenary bands wandering the Inner Sea region, but almost all of them will take one recruit who's not of their ancestry if their skills are valuable enough.

Sidebar - Additional Lore Mercenary Banter

Here's some parlance commonly used by mercenaries.

Crackster: Someone adept at breaking locks or safes.
Diving: Theft or smuggling below ground, often through tunnels.
Foxing: To play at being asleep, usually for an ambush.
Medic: A healer.
Ram: A hard-hitting warrior.
Slinger: A spellcaster.
Sway of Coin: Swearing allegiance to whoever pays the most.
Waterline: A mercenary company's money: “Take time in town while the waterline's high, everyone.”
Whisperer: Anyone who can move stealthily.