Nether Ogre Mage

Large Undead — CR 9

Realmshelps (RH)3.5
Hit Dice
5d12+3 (35 hp)
Initiative
+5
Speed
15 ft, 15 ft., fly 20 ft. (average)
Armor Class
16, touch 11, flat-footed 10
Base Attack / Grapple
+4/+4
Attack
2 claws +9 melee Full Attack: 2 claws +9 melee
STR
25
DEX
12
INT
14
WIS
14
CHA
17
Fort / Ref / Will
+4 / +2 / +3
Challenge Rating
9
Alignment
Usually lawful evil

Special Abilities

DR 5/magicImproved grabknock backspell-like abilities

Feats

Nether Ogre Mage* (CR 9)

Large Undead
Alignment: Usually lawful evil
Initiative: +5 (Dex, Improved Initiative); Senses: Listen +5 and Spot +2

AC: 16 (-1 Size, +1 Dex, +5 natural, +4 chain shirt), touch 11, flat-footed 10
Hit Dice: 5d12+3 (35 hp); DR: 5/magic
Fort +4, Ref +2, Will +3 Speed: 15 ft., fly 20 ft. (average)
Space: 5 ft./15 ft.
Base Attack +4; Grapple +4
Attack: 2 claws +9 melee
Full Attack: 2 claws +9 melee
Damage: Claw 1d6+7
Special Attacks/Actions: Improved grab, knock back, spell-like abilities Abilities: Str 25, Dex 12, Con -, Int 14, Wis 14, Cha 17
Special Qualities: Electricity vulnerability, glowing eyes, shadowy form
Feats: Dodge; Improved Initiative; Mobility; Toughness
Skills: Climb +9, Concentration +3, Hide +5, Jump +9, Listen +5, Move Silently +3, Spellcraft +4, and Spot +2
Advancement: By character class Climate/Terrain: Any land and underground
Organization: Solitary, pair, gang (2-5) or pack (6-11)
Treasure/Possessions: None

Description

Nether Ogre Mage* (CR 9)

Large Undead
Alignment: Usually lawful evil
Initiative: +5 (Dex, Improved Initiative); Senses: Listen +5 and Spot +2

AC: 16 (-1 Size, +1 Dex, +5 natural, +4 chain shirt), touch 11, flat-footed 10
Hit Dice: 5d12+3 (35 hp); DR: 5/magic
Fort +4, Ref +2, Will +3 Speed: 15 ft., fly 20 ft. (average)
Space: 5 ft./15 ft.
Base Attack +4; Grapple +4
Attack: 2 claws +9 melee
Full Attack: 2 claws +9 melee
Damage: Claw 1d6+7
Special Attacks/Actions: Improved grab, knock back, spell-like abilities Abilities: Str 25, Dex 12, Con -, Int 14, Wis 14, Cha 17
Special Qualities: Electricity vulnerability, glowing eyes, shadowy form
Feats: Dodge; Improved Initiative; Mobility; Toughness
Skills: Climb +9, Concentration +3, Hide +5, Jump +9, Listen +5, Move Silently +3, Spellcraft +4, and Spot +2
Advancement: By character class Climate/Terrain: Any land and underground
Organization: Solitary, pair, gang (2-5) or pack (6-11)
Treasure/Possessions: None

Combat

Nether Ogre Mage* (CR 9)

Large Undead
Alignment: Usually lawful evil
Initiative: +5 (Dex, Improved Initiative); Senses: Listen +5 and Spot +2

AC: 16 (-1 Size, +1 Dex, +5 natural, +4 chain shirt), touch 11, flat-footed 10
Hit Dice: 5d12+3 (35 hp); DR: 5/magic
Fort +4, Ref +2, Will +3 Speed: 15 ft., fly 20 ft. (average)
Space: 5 ft./15 ft.
Base Attack +4; Grapple +4
Attack: 2 claws +9 melee
Full Attack: 2 claws +9 melee
Damage: Claw 1d6+7
Special Attacks/Actions: Improved grab, knock back, spell-like abilities Abilities: Str 25, Dex 12, Con -, Int 14, Wis 14, Cha 17
Special Qualities: Electricity vulnerability, glowing eyes, shadowy form
Feats: Dodge; Improved Initiative; Mobility; Toughness
Skills: Climb +9, Concentration +3, Hide +5, Jump +9, Listen +5, Move Silently +3, Spellcraft +4, and Spot +2
Advancement: By character class Climate/Terrain: Any land and underground
Organization: Solitary, pair, gang (2-5) or pack (6-11)
Treasure/Possessions: None