Male human adept 18; CR 17; Medium humanoid; HD 18d4+18; hp 63; Init +0; Spd 30 ft.; AC 10, touch 10, fl at-footed 10; Base Atk +9; Grp +8; Atk +9 melee (1d4/19–20, +1 dagger); Full Atk +9/+4 melee (1d4/19–20, +1 dagger); SA spells; SQ —; AL LN; SV Fort +7, Ref +6, Will +14; Str 8, Dex 10, Con 12, Int 14, Wis 17, Cha 16. Skills and Feats: Concentration +10, Craft (alchemy) +10, Craft (weaponsmith) +8, Craft (woodworking) +8, Diplomacy +12, Gather Information +12, Heal +10, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (local) +10, Knowledge (nobility) +8, Knowledge (religion) +12, Sense Motive +8, Spellcraft +10; Brew Potion, Craft Magic Arms and Armor, Craft Wand, Craft Wondrous Item, Ecclesiarch, Leadership, Research, Undead Empathy. Languages: Common, Draconic, Dwarven. Adept Spells Prepared (caster level 18th): 0—detect magic, mending, touch of fatigue (DC 13); 1st—cause fear (DC 14), command (DC 14), cure light wounds, obscuring mist; 2nd—aid (DC 15), cure moderate wounds, darkness, mirror image; 3rd—animate dead, bestow curse (DC 16), lightning bolt (DC 16), remove disease; 4th—cure critical wounds, polymorph; 5th—raise dead. Possessions: cloak of Charisma +2, potion of barkskin (+5 natural armor bonus), potion of shield of faith (+4 deflection bonus). This tall Karrn is lean and weathered, but he has a strong presence. His voice is deep and resonant, and it is hard not to listen to his words. Despite his short, iron-gray hair, he is still in the prime of his life; his gray eyes are sharp and clear, and his pride and confi dence are visible in his bearing. He wears a beautiful black clock trimmed with purple silk over a well-tailored outfi t of black and gray. Starting Attitude: Unfriendly to most; Indifferent to Karrns; Friendly to followers of the Blood of Vol. Modifiers: Party includes a sentient undead creature (+5); Party includes a cleric or adept of the Blood of Vol (+2), party includes a cleric or adept of any religion aside from the Blood of Vol (–4); party includes a character with ties to any branch of the Sharn Watch (–4). If Hostile: Aggressively demands that the characters leave; calls on household guards to escort them out. Does not use magic unless he is attacked fi rst. If Unfriendly: Politely but fi rmly refuses to listen to characters and requests that they leave; suggests that they return some time when he is “not so busy.” If Indifferent: Listens to what the characters have to say, then requests that they leave. May consider what has been said or ignore it. If Friendly: Listens carefully. Attempts to provide spiritual advice and guidance. May provide minor financial assistance, though he expects to be repaid. If Helpful: Listens carefully. May offer magical assistance in addition to spiritual guidance. Offers to use personal resources to help.
npc:lan_hazal