Alchemist | Antipaladin | Arcanist | Barbarian | Bard | Bloodrager | Brawler | Cavalier | Cleric | Druid | Fighter | Gunslinger | Hunter | Inquisitor | Investigator | Magus | Monk | Ninja | Oracle | Paladin | Ranger | Rogue | Samurai | Shaman | Skald | Slayer | Sorcerer | Summoner | Swashbuckler | Warpriest | Witch | Wizard

Adept | Aristocrat | Commoner | Expert | Warrior

Cave Wizard

Cave Wizard CR 8

Source NPC Codex pg. 184
XP 4,800
Dwarf evoker 9
NE Medium humanoid (dwarf)
Init +3; Senses Perception +12


AC 15, touch 10, flat-footed 15 (+4 armor, +1 deflection, –1 Dex, +1 natural)
hp 92 (9d6+58)
Fort +8, Ref +2, Will +9; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); Immune fire (108 points)


Speed 20 ft.
Melee battleaxe +5 (1d8+1/×3)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, intense spells (+4 damage)
Spell-Like Abilities (CL 9th; concentration +13)
At will—elemental wall (9 rounds/day)
7/day—force missile (1d4+4)
Evoker Spells Prepared (CL 9th; concentration +13)
5th—cone of cold (DC 20), transmute rock to mud
4th—empowered acid arrow, greater invisibility, resilient sphere (DC 19), stone shape
3rd—dispel magic, fireball (DC 18), gaseous form, ray of exhaustion (DC 17), stinking cloud (DC 17)
2nd—acid arrow, bear’s endurance, protection from energy, scorching ray, spider climb, summon swarm
1st—burning hands (2, DC 16), color spray (DC 15), feather fall, mage armor, ray of enfeeblement (DC 15)
0 (at will)—acid splash, dancing lights, detect magic, mage hand
Opposition Schools enchantment, necromancy


Before Combat The wizard casts bear’s endurance, mage armor, and protection from energy (fire).
During Combat The wizard casts greater invisibility, then uses transmute rock to mud to trap foes. He casts area damage spells at trapped targets and uses stinking cloud and resilient sphere to hinder those who escape the mud.
Base Statistics Without bear’s endurance, mage armor, and protection from energy (fire), the wizard’s statistics are AC 11, touch 10, flat-footed 11; hp 74; Fort +6; Immune none; Con 16.


Str 12, Dex 8, Con 20, Int 18, Wis 16, Cha 8
Base Atk +4; CMB +5; CMD 15 (19 vs. bull rush or trip)
Feats Combat Casting, Empower Spell, Improved Initiative, Scribe Scroll, Spell Focus (evocation), Spell Penetration, Toughness
Skills Appraise +15 (+17 to assess nonmagical metals or gemstones), Climb +4, Craft (alchemy) +12, Fly +6, Knowledge (arcana, dungeoneering) +16, Knowledge (engineering) +12, Perception +12 (+14 to notice unusual stonework), Sense Motive +4, Spellcraft +16
Languages Common, Dwarven, Goblin, Terran, Undercommon
SQ arcane bond (bat)
Combat Gear potion of cure moderate wounds, scroll of clairaudience/clairvoyance, scroll of solid fog, scroll of stinking cloud, scroll of stone shape; Other Gear battleaxe, amulet of natural armor +1, headband of vast intelligence +2, ring of protection +1, spellbook, 665 gp

The cave wizard manipulates the energy of deep rock.

Caracheck the Caustic

Caracheck has always felt an affinity for earth, stone, gems, and digging. Uninterested in serving an earth deity or the druidic power of elemental earth, he wanted to bend living rock to his will and chose an arcane path. Now he uses his magic to locate the earth’s treasures and scour away the worthless rock around them. If he can’t easily reach a prized vein of ore or gems, he collapses the area around it, preventing others from reaching it and giving him time to improve his extraction skills.