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Ainz Ooal Gown Magus 20


N Medium Skeleton Sturdy Skeleton Humanoid
Perception +28; Low-Light Vision
Languages None selected
Skills Acrobatics +2, Arcana +28, Athletics +7, Lore: Undead +26, Society +26
Str +6, Dex +2, Con +5, Int +4, Wis +4, Cha +5
Items +3 Greater Resilient Fortification Black Hole Armor, Crown of Intellect, Ring of Minor Arcana, Ring of
Wizardry (Type IV), Master Magus Ring, Shadow Signet, Boots of Bounding (Greater), Mask of the Banshee,
Pendant of the Occult (Greater), Lifting Belt

AC 19; Fort +33, Ref +28, Will +32; Juggernaut, Resolve


HP 290; Resistances cold 4, fire 4, piercing 4, slashing 4
Orc Ferocity Frequency once per day Trigger You would be reduced to 0 Hit Points but not immediately killed.
Fierceness in battle runs through your blood, and you refuse to fall from your injuries no matter how terrible
they may be. You avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases
by 1.
Collapse Frequency once per 10 minutes Trigger An enemy's Strike against you is a critical hit. You collapse
into a pile of bones, mitigating the worst of the damage you would have taken, and the triggering attack deals
only the amount it would deal on a hit (typically full damage instead of double damage). Any other effects
caused by a critical hit still occur. While collapsed, you're flat-footed and can't act except to Stand, which re-
forms you into a skeleton in a standing position.
Final Spite Frequency once per day; Trigger You're reduced to 0 Hit Points; Effect You make a Strike before
falling unconscious.
Black Hole Armor Activate interact; Frequency once per minute; Trigger A ranged weapon Strike targets a
creature within 20 feet of you and the attacker hasn't yet rolled its attack; Effect The triggering Strike targets
you instead of its intended target.

Speed 35 feet
Melee Frost Brand +34 (Versatile P, Cold, Magical, Magical, Sonic, , Evocation, ), Damage 3d12+12 S +1d6
Cold +1d6 Sonic
Devastating Spellstrike (Magus) Prerequisites Arcane Cascade, inexorable iron hybrid study, Spellstrike
Requirements You are in Arcane Cascade stance and your Spellstrike is charged. Your Spellstrike sweeps are
so wide and devastating, they splash onto nearby foes. Make a Spellstrike. Foes adjacent to the target take
splash damage equal to 2 + the extra damage from Arcane Cascade. The damage type is the same as Arcane
Cascade; if the spell already deals splash damage of the same type, combine the damage together before
applying weaknesses or resistances.
Sustaining Steel (Arcane, Healing, Magus, Necromancy, Positive) Prerequisites Arcane Cascade, inexorable
iron hybrid study Trigger You Cast a Spell using a spell slot. Requirements You're in Arcane Cascade stance.
You pull magic into your weapon, using its substance to transform the magic into restorative energy. You
regain Hit Points equal to double the spell's level and roll to end any persistent negative damage you have. If
the spell was of the necromancy school, any persistent negative damage you have ends automatically, and
you can change the damage type from Arcane Cascade to positive if you wish. (Positive damage typically
damages only undead or other creatures with negative healing.)
Overwhelming Spellstrike (Magus) Prerequisites Spellstrike Requirements Your Spellstrike is charged. You
pierce through your foe's resistance. Make a Spellstrike. The spell you cast as part of the Spellstrike ignores
an amount of the target's resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This
applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect
of the spell. A creature's immunities are unaffected.
Rapid Recharge (Magus) Prerequisites Spellstrike Frequency once per day You tap into an arcane trick to

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recover your ability to meld spells and attacks. You recharge your Spellstrike.
Dispelling Spellstrike (Magus) Prerequisites Spellstrike Requirements Your Spellstrike is charged. The spell
you deliver tries to force out magic affecting your enemy. Make a Spellstrike. If it hits, you also attempt to
counteract a single spell (of your choice) active on the target. The counteract level is half your level rounded
up, and the counteract check modifier is the standard modifier for counteracting with a spell (your Intelligence
modifier plus your spellcasting proficiency bonus, plus any bonuses or penalties that specifically apply to
counteract checks).
Spellstrike (Magus) Frequency until recharged (see below). You channel a spell into a punch or sword thrust
to deliver a combined attack. You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll.
The effects of the spell don’t occur immediately but are imbued into your attack instead. Make a melee Strike
with a weapon or unarmed attack. Your spell is coupled with your attack, using your attack roll result to
determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack
penalty, but you don’t apply the penalty until after you’ve completed the Spellstrike. The infusion of spell
energy grants your Strike the arcane trait, making it magical. After you use Spellstrike, you can’t do so again
until you recharge your Spellstrike as a single action, which has the concentrate trait. You also recharge your
Spellstrike when you cast a conflux spell (page 40) that takes at least 1 action to cast; casting a focus spell of
another type doesn’t recharge your Spellstrike.
Arcane Cascade (Concentrate, Magus, Stance) Requirements You used your most recent action to Cast a
Spell or make a Spellstrike. You need to meet this requirement only to enter the stance, not to remain in it..
You divert a portion of the spell’s magical power and keep it cycling through your body and weapon using
specialized forms, breathing, or footwork. While you’re in the stance, your melee Strikes deal 1 extra force
damage. This damage increases to 2 if you have weapon specialization and 3 if you have greater weapon
specialization. Any Strike that benefits from this damage gains the arcane trait, making it magical. If your
most recent spell before entering the stance was one that can deal damage, the damage from the stance is
instead the same type that spell could deal (or one type of your choice if the spell could deal multiple types of
damage).
Black Hole Armor (Abjuration, Invested, Magical) Activate Interact; Requirements The black hole armor has
absorbed six or more projectiles; Effect All the projectiles absorbed by the armor appear out of thin air, as
though transported there, falling in a 10-foot burst within 120 feet of you. Each creature in the burst takes
10d8 piercing damage with a DC 35 Reflex save. The absorbed projectiles are all expended, and the armor's
joints stop glowing.
Crown of Intellect (Apex, Invested, Magical) Activate Search Your Mind (concentrate) Frequency once per
hour; Effect You gain the effects of hypercognition.
Master Magus Ring (Arcane, Conjuration, Focused, Invested) Activate envision; Frequency once per day;
Effect You gain 1 Focus Point, which you can use only to cast a magus conflux spell. If not used by the end of
your turn, this Focus Point is lost.
Master Magus Ring (Arcane, Conjuration, Focused, Invested) Activate command; Frequency once per day;
Effect The ring transports you and any items you're wearing and holding from your current space to an
unoccupied space you can see within a range equal to your Speed. If this would bring another creature with
you - even if you're carrying it in an extradimensional container - the activation fails and is used.
Shadow Signet (Invested, Magical) Activate [free-action] (concentrate, spellshape) Effect If your next action
is to Cast a Spell that requires a spell attack roll against Armor Class, choose Fortitude DC or Reflex DC. You
make your spell attack roll against that defense instead of AC. If the spell has multiple targets, the choice of
DC applies to all of them.
Mask of the Banshee (Auditory, Invested, Magical, Necromancy, Negative) Activate envision, Interact;
Frequency once per day; Effect The mask emits a soul-chilling scream that deals 6d10 negative damage to
each living creature in a 20-foot emanation (DC 25 basic Fortitude save). Craft Requirements Supply a casting
of wail of the banshee.
Lifting Belt (Invested, Magical) Activate Assisted Lift (manipulate) Effect You lift an object of up to 8 Bulk as

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though it were weightless. This requires two hands, and if the object is locked or otherwise held in place, you
can attempt to Force it Open using Athletics as part of this activation. The object still has its full weight and
Bulk for all other purposes - you just ignore that weight. The effect lasts until the end of your next turn.
Arcane Prepared Spells DC 40, attack +30; 9th Summon Draconic Legion, Summon Draconic Legion; 8th Cone
of Cold (H+3), Cone of Cold (H+3); 7th ; 6th ; 5th ; 4th Enlarge, Enlarge; 3rd ; 2nd ; 1st ; Cantrips
Divine Innate Spells DC 41, attack +31; 6th Harm (H+5); 5th ; 4th ; 3rd ; 2nd ; 1st ; Cantrips
Focus Spells (3 points) Thunderous Strike
Cascade Countermeasure
Hasted Assault
Additional Feats Adopted Ancestry, As In Life, So In Death, Cascade Countermeasure, Diehard, Expansive
Spellstrike, Fleet, Fused Staff, Hasted Assault, Incredible Investiture, Necromantic Heir, Skeletal Resistance,
Skeleton Commander, Sturdy Skeleton, Supreme Spellstrike, Toughness
Additional Specials Adopted Ancestry (Orc), Conflux Spells, Disease and Poison Protection, Double
Spellstrike, Hybrid Study (Inexorable Iron), Immunity to Death Effects, Medium Armor Mastery, Negative
Healing, Negative Survival, Spellbook, Spellstrike Specifics, Studious Spells, Undead Hunger, Weapon Mastery

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