Ogre Mage

OGRE MAGE 

CR 15

TN Large humanoid (giant)

Init +10; Senses Darkvision (60 ft.), Low-Light Vision, Perception +32,

DEFENSE
AC 24, touch 17, flat-footed 18 (+2 *Bracers of Armor +2, +6 Dex, +2 deflection, +5 natural, -1 size, )

hp 382 (4d8)+(14d6)+266

Fort +23, Ref +13, Will +17

OFFENSE
Speed 40 ft.

Melee chain +1 (spiked/large/mighty cleaving) (two handed) +20/+15 ((two handed) 2d6+16)

Ranged crossbow +1 (heavy/large) +16/+11 (2d8+1/19-20)

Special Attacks Hand of the Apprentice, Metamagic Mastery,

Prepared Spells

Wizard (CL 14th):

7th - forcecage (2) (DC 26)

6th - hellfire ray (DC 25), protection from magic weapons, suggestion (mass) (2) (DC 25)

5th - passwall (2), shadow evocation (2) (DC 24)

4th - bestow curse (DC 23), charm monster (2) (DC 23) , ice storm , secure shelter

3rd - gentle repose (2) (DC 22), shrink item (2) (DC 22) , water breathing (DC 22)

2nd - levitate, resist energy (DC 21) , summon monster ii (4)

1st - comprehend languages (DC ), feather fall (DC 20) , hypnotism (DC 20) , magic aura (2) , magic weapon (DC 20)

0th - ghost sound (DC 19), light , ray of frost , read magic

STATISTICS
Str 31, Dex 22, Con 36, Int 28, Wis 25, Cha 17

Base Atk +10; CMB +21; CMD 39

Feats  Alertness, Dazing Spell, Empower Spell, Exotic Weapon Proficiency (Chain (Spiked)), Great Fortitude, Heighten Spell, Improved Initiative, Improved Lightning Reflexes, Lightning Reflexes, Persistent Spell, Toughness

Skills  Acrobatics +6, Appraise +30, Bluff +3, Climb +10, Craft (Alchemy) +30, Craft (Baskets) +30, Craft (Untrained) +9, Diplomacy +3, Disable Device +24, Disguise +21, Escape Artist +6, Fly +4, Heal +7, Intimidate +3, Knowledge (Arcana) +30, Perception +32, Perform (Untrained) +3, Ride +6, Sense Motive +9, Spellcraft +30, Stealth +20, Survival +28, Swim +10,

Languages Common, Draconic, Giant, Hallit, Osiriani, Polyglot, Shadowtongue, Shoanti, Skald

SQ Arcane Bond, Bonded Object, Bonus Feats, Cantrips, Darkvision, Low-Light Vision, Universal School,

Possessions  amulet of bullet protection +1;  headband of vast intelligence +2;  bracers of armor +2;  chain +1 (spiked/large/mighty cleaving);  ring of protection +2;  bolt +1 (crossbow/large);  everburning torch;  feather token, anchor;  scroll (burning hands);  scroll (fireball);  scroll (reduce person);  scroll (reverse gravity);  wand of shocking grasp;  bracelet of friends; Bag of Holding (Type I) ; Crossbow +1 (Heavy/Large)

SPECIAL ABILITIES
Arcane Bond (Su)  You have selected to establish a powerful arcane bond with an object.

Bonded Object  Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. When attempting to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell (DC 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly.

Bonus Feats  At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing those feats.

Cantrips  You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.

Darkvision (Ex)  Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Hand of the Apprentice (Su)  You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability 12 times per day.

Low-Light Vision (Ex)  You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Metamagic Mastery (Su)  You can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability 4 per day. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell's actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting.

Universal School  You have chosen not to specialize in a single school of spells.