MOHKBA MAGE ENDER CR 5
Human fighter 6
LN Medium humanoid (human)
Init +2; Senses Perception +10
AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)
hp 55 (6d10+18)
Fort +7, Ref +4, Will +4; +2 vs. mind-affecting effects
Defensive Abilities unflinching +2
Speed 30 ft.
Melee longsword +8/+3 (1d8+2, Crit 19-20/x2)
Ranged composite (+2) longbow +8/+3 (1d8+2, Crit x3, Range 110 ft.) or net +4 touch (entangle, Range 10 ft.)
Before Combat Knowing the penchant spellcasters have for fire, the Mohkba Mage Ender drinks a potion of resist fire if any arcane or divine opponents are expected.
During Combat The Mohkba Mage Ender focuses on spellcasters, working them into corners to be beaten unconscious or grappling mages and priests to prevent any use of magic.
Morale Mohkba Mage Enders are famously devoted to their duty and rarely retreat, almost always fighting to the death.
Str 15, Dex 14, Con 14, Int 10, Wis 14, Cha 8
Base Atk +6; CMB +8 (+12 grapple); CMD 20 (24 vs. grapple)
Feats Combat Reflexes, Die Hard|B, Disruptive|B, Endurance|B, Greater Grapple|B, Heroic Recovery|B, Improved Grapple, Improved Unarmed Strike|B, Step-Up
Skills Climb +7, Knowledge (local) +4, Perception +10, Sense Motive +10, Survival +10
Languages Common (Klavek)
SQ armor training 1, tough as nails
Combat Gear potion of cure light wounds, potion of resist fire, tanglefoot bag; Other Gear chainmail, composte (+2) longbow (20 arrows), heavy steel shield, longsword, unmagical manacles [tomorrow’s Magic Item Monday! -MM]
The Sanctioned Arcane Practitioners specially train promising members of the city guard to deal with spellcasters. Mohkba Mage Enders have become more prominent as of late—many citizens demanded it after the debacle with the Cultus Sanguineus—and they’re now a major element to the capital’s defenders.
Use the “Veteran” NPC with the following changes: HP 49; CON 12 (+1); Saves Intelligence +3, Wisdom +3; Feat Mage Slayer.