Gibberer Mage

Gibberer Mage                                                                   CR 6

XP 2400

CN Tiny Humanoid (Goblinoid)

Init +5; Senses  Perception +8

DEFENSE
AC 18, touch 17, flat-footed 13 (+2 size, +5 Dex, +1 natural)

hp 60 (8d8+24)

Fort +5, Ref +11, Will +2

SR 17

OFFENSE
Speed 15 ft.

Melee club +10/+5 (1d3+2)

Space 2-1/2 ft.; Reach 2-1/2 ft.

Wizard spells prepared: (CL 6, Concentration +9)

3rd-(DC 16) Fireball, Deep Slumber, Clairaudience/Clairvoyance

2nd-(DC 15) Knock, Minor Image, Shatter, False Life

1st-(DC 14) Hypnotism, Magic Aura(2), Jump

0th-(DC 13) Mending, Distrupt Undead, Ray of Frost, Detect Poison

STATISTICS
Str 14, Dex 21, Con 16, Int 16, Wis 10, Cha 10

Base Atk +6; CMB +6; CMD 21

Feats Ability Focus (Cast Spells (as Wizard)), Arcane Strike, Brew Potion, Combat Casting

Skills: Diplomacy +8, Knowledge (arcana) +11, Perception +8, Ride +16, Stealth +16

Languages Goblin, Speak with Animals

SQ Humanoid Traits

SPECIAL ABILITIES
Humanoid Traits

A humanoid usually has two arms, two legs, and one head, or a human-like torso, arms, and a head. humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies. They are usually Small or Medium (with the exception of giants). Every humanoid creature also has a specific subtype to match its race, such as human, dark folk, or goblinoid.

-Humanoids breathe, eat, and sleep.

Speak with Animals (Su)

A Gibberer Mage can communicate with animals as through a 'Speak with Animals' spell (of caster level 8) constantly.

ECOLOGY
Environment: Any Coast

Organization: Hive (1 Gibberer Mage and 4d4 Skin Gibberers and Plagued Gibberers)

Treasure: V (1/2)

Gibberer Mages are rare indeed, it is unlikely that a gibberer has high enough intelligence to cast spells but when one does arise it often takes a leadership position in a hive where it organizes lesser gibberers.