CREATURE 12
Male human town protector
Perception +21; detect magic
Languages Common
Skills Arcana +20, Deception +23, Diplomacy +21, Intimidation +23, Society +20
Str +0 Dex +4 Con +3 Int +2 Wis +3 Cha +5
Items major maekuth's staff, scroll of false life, Sheriff Drukrad's map of the sea caves
AC 31; Fort +21, Ref +22, Will +21
HP 230
Duck Away (concentrate, move) Trigger Duthaer is targeted with an attack and is adjacent to an ally; Effect Duthaer and the ally swap places, and the ally becomes the target of the attack.
Speed 25 feet
Melee staff +24 (magical, two-hand d8), Damage 1d4+6 bludgeoning
Arcane Spontaneous Spells DC 32, attack +24; 6th (4 slots) disintegrate, mislead, slow, vampiric touch; 5th (4 slots) cloak of colors, dispel magic, lightning bolt, prying eye; 4th (4 slots) dimension door, freedom of movement, outcast's curse, suggestion; 3rd (4 slots) enthrall, haste, meld into stone, mind reading; 2nd (4 slots) blur, dispel magic, hideous laughter, touch of idiocy; 1st (4 slots) illusory disguise, lock, magic missile, true strike; Cantrips (6th) chill touch, daze, prestidigitation, ray of frost, shield; Constant (6th) detect magic
Sorcerer Bloodline Spells DC 32, 3 Focus Points; 6th ancestral memories, arcane countermeasure, extend spell
Bloodline Magic When Duthaer casts a bloodline spell, a surge of ancestral memories grants either him or a target of the spell a +1 status bonus to skill checks for 1 round.
Dangerous Sorcery When Duthaer Casts a Spell from a spell slot, if the spell deals damage and doesn't have a duration, he gains a status bonus to that spell's damage equal to the spell's level.
Steady Spellcasting If a reaction would disrupt Duthaer's spellcasting action, he attempts a DC 15 flat check. On a success, the action isn't disrupted.
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