The Archwizard of Assentia (CR26/MR10)

This short and mysterious being is shrouded in deep purple robes, with his hood pushed back to reveal pale skin, sickly yellow hair, and deep set black eyes. His hand shoots up as energy explodes from it to engulf you if burning flames.  
XP 2,457,600
NG Small male outsider (mythic, native) Stealth Arcanist 20/Archmage 10
Init +22; Senses blindsight 60 ft., darkvision 60 ft., low-light vision, true seeingPerception +44 
Auras 
aura of detect magic (30 ft.)aura of displacement (50% miss chance), aura of good (overwhelming), aura of madness (30 ft.)

DEFENSE 

AC 62, touch 29, flat-footed 55 (+21 armor [enduring armor], +5 deflection, +7 Dex, +12 natural, +7 sacred)
hp 320 (20d10+120 plus 30 mythic); regeneration 10 (evil weapons and effects) 
Fort +17, Ref +25, Will +20; Mantle of the Archwizard of Assentia 
Defensive Abilities evasion, hard to kill, immortal, improved evasion, improved uncanny dodge, uncanny dodge, unstoppable; DR 20/epic 
    and 5/—; Immune ability damagebleeddiseaseenergy drainmind-affecting effects, paralysis, permanent wounds, petrification, poison
    polymorphResist cold 30, electricity 30, fire 30SR 35 

OFFENSE 

Speed 40 ft. 
Melee +5 flaming frost shock spell storing ironwood staff of the Archwizard of Assentia +25/+20/+15 (1d8+10, +1d6 cold, +1d6 electricity, 
    +1d6 fire; see Equipment below); +5 called holy keen menacing adamantine kukri of subtlety +28/+23/+18 (1d4+13/16-20, +2d6 holy, 
    +4 bonus on attack and damage rolls on a sneak attack
Ranged +3 keen flaming burst returning adamantine dagger +26/+21/+16 (1d4+11/17-20, +1d6 fire, +1d10 fire on a critical hit)
Special Attacks arcane arcane bombs (10d6 of chosen energy type), arcane fire (up to 20d6), archmage arcana (mage strike), cantips, sneak
    attack (only 8d4), sneakstab (8d8 plus his mythic tier, or add mage strike), spells, surprise spells, trickster attack (surprise strike)
Spell-Like Abilities (CL 26th, concentration +34) 
    At willdarkness, ghost sounds (DC 18), identify
    3/dayfly, greater invisibility  
    2/daygreater teleport
    1/daydaze (DC 18), sound burst (DC 20)
Mythic Spells 1st–magic missile; 2nd–invisibility; 3rd–dispel magic, fireball, fly, lightning bolt; 4th–deathless; 5th–cone of cold; 6th–
    disintegrate
Spells Prepared (CL 20th, concentration +28) *Mantle of the Archwizard of Assentia
    6th (8/day)—chain lighting (DC 24), chains of fire (DC 24), chains of light (DC 24), disintegrate (DC 24), greater black tentacles
    5th (8/day)acidic spray (DC 23), break enchantment, cone of cold (DC 23), lightning arc (DC 23), wall of force
    4th (20*/day)ball lightning (DC 22), charm monster, detonate (DC 22), dimension door, greater invisibility, stoneskin
    3rd (20*/day)dispel magic, fireball (DC 21), hold person, lightning bolt (DC 21), shout (DC 21), wall of fire (DC 21)
    2nd (24*/day)acid arrow (DC 20), arcane disruption, defensive shock, hideous laughter, scorching ray (DC 20), web 
    1st (24*/day)burning hands (DC 19), corrosive touch (DC 19), lock gaze, magic missile, ray of enfeeblement (DC 19), vanish
    0th (at will)acid splash (DC 18), daze, flare (DC 18), light, ray of frost (DC 18), spark (DC 18)

STATISTICS 

Str 20, Dex 26, Con 22, Int 27, Wis 17, Cha 23
Base Atk +15; CMB +19; CMD +39 
Feats Craft Staff, Craft Staff (M), Craft Wondrous Items, Craft Wondrous Items (M), Devastating Strike, Elemental Spell, Extra Arcanist Exploit
    (x2), Improved Initiative, Improved Initiative (M), Maximize Spell, Quicken Spell, Vital Strike, Weapon Finesse, Weapon Finesse (M)
Skills Disable Device +46, Intimidate +32, Knowledge (arcana) +46, Knowledge (dungeoneering) +39, Knowledge (planes) +39, Perception 
    +44 (+54 to locate traps), Sense Motive +39, Spellcraft +49, Stealth +53, Survival +26

Languages Aklo, Celestial, Common, Draconic, Dwarven, Elven, Infernal, Orc, Sylvan, Undercommon, truespeech

SQ advanced talents (improved evasion), alchemical extracts, arcane reservoir (23 points), arcanist exploits (arcane bombs, deadly sneak

    attack, flame arc), consume spells, daylight adaptation, greater exploits (invisible thief, surprise spells), magical supremacy, poison use,      

    regeneration 10, rogue talents (fast stealth, sacred sneak attack, trapfinding), sane, tricky spells 6/day, +4 size bonus on Stealth checks


SPECIAL COMPANIONS 

Crystal Polar Bear, White Fury (Su) NG white giant dire polar bear (giant and mighty templates; crystal figurine of wondrous power; usable
    up to 4 hours/day); CR 16 (MR 4); Size Huge animal (mythic); Init +11; Senses low-light vision, scent; Perception +17; AC 37, touch 
    15, flat-footed 28 (+13 armor, +4 Dex, +5 dodge, +17 natural, –2 size); hp 370 (20d8+180 plus 200 mighty plus 32 mythic); Fort +27, 
    Ref +23, Will +12; Defensive Abilities evasion, improved evasion; DR 10/epic and 6/—; Immune cold, mind-affecting abilities, sleep
    and paralysis; Resist acid 30, electricity 30, fire 30 ; SR 24; Speed 70 ft., swim 50 ft.; Melee bite +36 (2d8+18), 2 claws+36 (2d6+18 
    plus grab/19-20/x3); Special Attacks breath weapon 3/day (15-ft. cone, 6d6 cold damage, Reflex half DC 29)Space 15 ft.; Reach 10 
    ft.; Str 37, Dex 19, Con 29, Int 10, Wis 16, Cha 14; Base Atk +25; CMB +39 (+43 grapple); CMD +54 (+58 vs. trip); Feats Awesome 
    Blow, Endurance, Endurance (M), Improved Bull Rush, Improved Critical (claws), Improved Critical (M, claws), Improved Initiative, Improved
    Initiative (M), Improved Natural Attack (bite), Improved Natural Attack (claws), Power Attack, Run, Skill Focus (Perception); Skills 
    Perception +17, Survival +11, Swim +24; SQ scent, +5 ability and skill checks, share spells, tricks (aid, attack, defend, down, exclusive, 
    flank, guard); Equipment +5 greater energy resistance (acid, electricity, fire) bracers of armor; Mythic Powers mythic power (11/day),
    surge (+1d8); Path Powers extra mythic feat (Mythic Endurance), fearless, mythic presence, pure body

SPECIAL ABILITIES 

Alchemical Extracts (Su) 

The Archwizard of Assentia has learned (through divine blessing) to create alchemist extracts drawn from his spell list. While studying his spellbook, he can prepare his spells as normal. He can then create any extract of a prepared spell, but the spell must appear on both the wizard spell list and the alchemist formulae list. Only wizard spells found on the alchemist formulae list of 6th level and lower can be made into extracts, and uses a spell slot equal to the alchemist’s formula level. The Archwizard of Assentia can choose to create his extracts at the start of the day, or create them in the field as needed by using an open spell slot of the appropriate formula’s level. In either case, mixing an extract takes 1 minute of work. 

Like an alchemist, when Derrobane creates an extract, he infuses the concoction with a tiny fraction of his own magical power (from his arcane reservoir), binding the effects to him (the creator). He can create extracts from up to his 6th–level spells.

Unlike wizards, Derrobane can learn spells from an alchemist’s formula book that are on the wizard spell list and copy them into his spellbook as spells, but only if they are on both the wizard spell list and the alchemist formulae list. If an extract is found only on the alchemist formulae list and not on the wizard spell list, it can only be prepared as an extract. If a spell is found only on the wizard spell list and not on the alchemist formulae list, it can only be prepare as a spell. Derrobane does not need to decipher arcane writings before copying them.

Arcane Bombs (Su)

As a standard action, the Archwizard of Assentia can create a bomb similar to an alchemist’s bomb by expending 1 point from his arcane reservoir. However, when the bomb is created, he must choose one type of energy from the following list: acid, cold, fire, and electricity. The arcane bomb deals 10d6 points of damage of the chosen energy type plus additional damage equal to his Charisma modifier. Splash damage from an arcane bomb is equal to the bomb’s minimum damage. Creatures caught in the splash damage may attempt a Reflex saving throw to halve the damage. The DC of this save is equal to 26. 

Arcane Fire (Su) 

As a standard action, the Archwizard of Assentia can absorb spells or spell-like abilities into himself (as a rod of absorption). He can then transform this stored energy into a ray of arcane fire, targeting any foe within 30 feet as a ranged touch attack. This attack deals 1d6 points of damage for every level of stored spell energy released, up to a maximum of 20d6. The Archwizard of Assentia can absorb a maximum number of spell levels per day equal to 20 + his Charisma modifier (if any). Once absorbed, this spell energy remains until expended. He can thereafter discharge any remaining spell energy potential as arcane fire, or retain it for later use. He always knows his remaining absorbing potential and current amount of stored energy. Should he absorb beyond this maximum, he takes 1d6 damage per round for each additional spell level absorbed. Alternatively, the Archwizard of Assentia can sacrifice a prepared spell or unused spell slot of 1st level or higher and transform it into arcane fire, similar to the Arcane Blast feat. Arcane fire bypasses all forms of damage reduction. 

Aura of Detect Magic (Sp) 

The Archwizard of Assentia is surrounded by a powerful aura of detect magic that requires only 1 round to determine the number of magical auras and the power and location of each aura. This aura has a range of 30 feet.

Aura of Displacement (Su) 

The Archwizard of Assentia can surrounded himself with an aura that can distort and warp light waves. This displacement works just like the displacement spell and can be used for up to 30 rounds per day. When this aura is activated, the Archwizard of Assentia appears to be about 2 feet away from his true location and gains a 50% miss chance as if he had total concealment. Unlike actual total concealment, this displacement effect does not prevent enemies from targeting him normally. True seeing reveals his true location and negates the miss chance. The Archwizard of Assentia can activate or deactivate this aura as a swift action. These rounds do not need to be consecutive. 

Aura of Madness (Su) 

The Archwizard of Assentia can emit a 30-foot aura of madness for up to 20 rounds per day. Enemies within this aura are affected by confusion unless they make a successful Will save (DC 23). The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. The Archwizard of Assentia can activate or deactivate this aura as a swift action. These rounds do not need to be consecutive.

Call Celestial Ally (Sp)

The Archwizard of Assentia, as sacred servant can call upon the deities of good for aid, in the form of a powerful servant. This allows the Archwizard of Assentia to cast greater planar ally once per week as a spell-like ability without having to pay the material component cost or the servant (for reasonable tasks). The Archwizard of Assentia's caster level for this effect is equal to his class levels.

Divine Communion (Su)

The Archwizard of Assentia can seek answers and guidance from the gods. Once per day, in a special ritual that requires 1 hour of uninterrupted meditation, he can commune with the source of his power. This acts as the commune spell, using his tier as your caster level. The source of your power may be limited in the knowledge it possesses or can deliver, as decided upon by the GM. The soul purpose of this ability is to receive direct guidance and understanding pertaining to other individuals chosen by the gods, and helping them upon their divine path. 

Daylight Adaptation 

The Archwizard of Assentia no longer suffers from his racial weakness of sunlight vulnerability, only from light sensitivity.

Deadly Sneak Attack (Ex) 

The Archwizard of Assentia can increase the damage of a single sneak attack by infusing his weapon with arcane energy. By expending 1 point from his arcane reservoir as a swift action he deals sneak attack damage as a rogue equal to his level.

Deep Understanding (Ex)

The Archwizard of Assentia can automatically identify any arcane spell cast within 60 feet of him if it’s on his class’s spell list and of a high enough level to cast it. Whenever the Archwizard of Assentia attempt to identify a non-artifact magic item using detect magic, he automatically learn its properties and command words in the first round of the spell (no Spellcraft roll needed), but he can’t automatically determine whether it’s cursed.

Divine Immortality (Ex) 

The Archwizard of Assentia has been granted long life by the gods (1,000 years), and no longer takes penalties to his physical ability scores from advanced age.

Invisible Thief (Su) 

The Archwizard of Assentia can become invisible, as if under the effects of greater invisibility, as a free action, by spending 1 point from his arcane reservoir. He can remain invisible for a number of rounds per day equal to his stealth arcanist level. His caster level for this effect is equal to his caster level. These rounds need not be consecutive. The Archwizard of Assentia can only expend 1 point from his arcane reservoir on this exploit at a time.

Mythic Sneakstab (Ex)

The Archwizard of Assentia’s mythic power enhances his sneak attacks to such a degree that he can deal more sneak attack damage with sneakstab weapons. Whenever he makes a sneak attack with a dagger, katar (triblade), kukri (including war kukri), punching dagger, shortsword, or swordbreaker dagger, he deals additional precision damage equal to his tier. 

Additionally, whenever the Archwizard of Assentia makes a successful sneak attack with weapons from his sneakstab ability, he can use his mage strike ability in conjunction with the sneak attack as an immediate action.

Sanctum (Su)

The Archwizard of Assentia has access to his own personal extradimensional sanctum. By concentrating for 1 minute without interruption, the Archwizard of Assentia conjures the door to his own personal sanctum, similar to mage’s magnificent mansion, but with the following differences. The sanctum takes up a space equal to sixty 20-foot cubes and is shapeable when first created. The sanctum is permanent and persistent, so the Archwizard of Assentia can store objects within the sanctum and retrieve them on future visits. The sanctum includes 10 unseen servants. When the Archwizard of Assentia conjures the sanctum’s door, he decides which creatures can see and use it (to all other creatures it’s invisible and impermeable). The door remains until the Archwizard of Assentia dismisses it—a standard action with unlimited range as long as he is on the same plane as the door. If the Archwizard of Assentia dismisses the door while he is outside the sanctum, all creatures other than his familiar are immediately shunted outside. Conjuring the door automatically dismisses any other active door. As a full-round action, his familiar can enter or leave the sanctum from any square adjacent to him, without using the conjured door. The entirety of the Archwizard of Assentia's sanctum is his Hidden Abbey (see below).

Sane

The Archwizard of Assentia, through the grace of the gods, does not possess the inherent madness of his race.

Servant of the Gods

The Archwizard of Assentia is special agent of the gods of good. He has served them in various capacities, often setting those who have been divinely chosen to bring about peace to the nations or save the world from utter destruction and darkness. Thus, he has many divinely granted powers to enable him to set these chosen upon the right path so as to fulfill their divine destinies. These abilities include DR 20/epic, immunity to ability damagebleeddiseaseenergy drainmind-affecting effects, paralysis, permanent wounds, petrification, poison, and polymorph effects, and SR equal to his CR +10 (of +4 to SR if it exceeds this). Additionally, the Archwizard of Assentia gains the arcane fire, call celestial ally, divine communion, divine immortality, sane, ur-energy, virtuous spells, and well prepared abilities. 

Surprise Spells 

The Archwizard of Assentia can add her sneak attack damage to any spell that deals damage, if the targets are flat-footed. This additional damage only applies to spells that deal hit point damage, and the additional damage is of the same type as the spell. If the spell allows a saving throw to negate or halve the damage, it also negates or halves the sneak attack damage.

Trapfinding (Ex)

The Archwizard of Assentia arcanist adds 1/2 his stealth arcanist level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). He can use Disable Device to disarm magic traps.

Tricky Spells (Su) 

The Archwizard of Assentia can cast spells without their somatic or verbal components, as if using the Still Spell and Silent Spell feats 6/day. Spells cast using this ability do not increase in spell level or casting time. He decides to use this ability at the time of casting.

Truespeech (Su) 

The Archwizard of Assentia can speak with any creature that has a language, as though using a tongues spell (caster level 20th). This ability is always active.

Ur-Energy (Ex)

As a chosen servant of the gods, any attack, spell, or effect the Archwizard of Assentia uses that deals energy damage (acid, cold, fire, electricity, or sonic) is actually a primordial ur-energy of pure damage. No resistance or immunity applies to it unless it is from a source with a higher mythic tier, but if a creature has a weakness regarding any energy type, that weakness applies to the ur-energy attack.

Virtuous Spells (Su)

The Archwizard of Assentia casts spells with the good descriptor at +1 caster level. To prepare a spell with the evil descriptor, he must use two spell slots of that spell level.

Well-Prepared (Su)

The Archwizard of Assentia has a spell for every occasion he can imagine—and a few he can’t. The Archwizard of Assentia gains two additional cantrips per day, six additional 1st- and 2nd-level spell slots, four additional 3rd- and 4th-level spell slots, two additional 5th-level spell slots, and one additional 6th-level spell slot. 


MYTHIC ABILITIES 

Mythic Powers hard to kill, mythic power (23/day), surge (+1d12), amazing initiative (+10), recuperation, mythic saving throws, force of 
    will, unstoppable, immortal, legendary hero 
Path Powers abundant casting, archmage arcana (mage strike), channel power, divine source, enduring armor (+13 armor bonus), legendary
    item (x2), mythic spellcasting (10 spells), perfect preparation, trickster attack (surprise strike), true archmage

ECOLOGY 

Environment any 
Organization solitary (unique) or 2-4 (Stonewatch: The Divine Emissary of LightThe Grand SageThe First GuardianThe Horned Champion,
Equipment mantle of the Archwizard of Assentia (see below), +5 flaming frost shock spell storing ironwood staff of the Archwizard of Assentia
    (see below), +5 called holy keen menacing adamantine kukri of subtlety, +3 keen flaming burst returning adamantine dagger, cube of force,
    deck of many things (6), dimensional alchemist’s lab, dimensional spellbooks (6, each is a blessed books with bookplates of recall), figurine
    of power (mighty giant dire polar bear), immovable rods (4), instant fortress, masterwork adamantine thieves tools, needle of traveling
    tattoo (greater teleportation 2/day), portable hole

SPECIAL ITEMS

Crystal Polar Bear Figurine of Wondrous Power crystal mighty giant dire polar bear called “White Fury”, usable up to 4 hours per day (see
    Special Companion). 
Mantle of the Archwizard of Assentia (Unique Item) Amulet functions as an amulet of proof against petrification, necklace of adaptation
    and periapt of proof against poison; Belt functions as a belt of shadowform (Dex +6, incorporeal form) and six pathfinder pouches; Boots 
    function as boots of the cat, boots of levitation, sandals of quick reaction, and slippers of spider climbing; Bracers These adamantine 
    bracers function as +8 bracers of armor with the greater shadow (+15 Stealth) and the greater energy resistance (cold 30, fire 30, 
    electricity 30) armor properties; it also grants a +10 competence bonus to Spellcraft checks; Gloves meld into his hands and function as 
    gloves of arrow snaring and gloves of storing; Ring (Adamantine) functions as a ring of wizardry I, wizardry II, wizardry III, and wizardry 
    VI, and allows the Archwizard of Assentia to open a small portal to his spellbook room and access his spellbooks at will; Ring (Gold) 
    functions as a ring of freedom of movement, ring of invisibility, ring of sustenance, and a scholar’s ringRobes have the glamered armor 
    special property, grants a +5 deflection bonus to AC, and function as a +5 cloak of resistance, a cloak of minor displacement (20% miss 
    chance), and robe of blending; grants the ability to use any metamagic feat he knows without expending a higher spell slot 3/day; Powers 
    3/day—fly, greater invisibility
Staff of the Archwizard of Assentia (Legendary Greater Artifact) This +5 flaming frost shock spell storing ironwood staff holds 10 
    charges and are replenished at the rate of 1 charge per day; Powers 1 charge—burning hands (maximized), magic missile (mythic, 
    maximized), protection from energy, shatter, shield, shocking grasp (maximized); 2 charge—cone of cold (mythic, maximized), dimension 
    door, fireball (mythic, maximized), haste, lightning bolt (mythic, maximized), pass wall, wall of fire, wall of ice; 3 charge—acid fog, chain 
    lighting (mythic, maximized), delayed blast fireball (maximized), stoneskin, teleport (greater), wall of force; Basic Abilities legendary 
    power (6/day), legendary surge (+1d12; attack and combat maneuver rolls), mythic bond; Advanced Abilities eternal bond (The 
    Archwizard of Assentia), everlasting, foe-biting, metamagician, powerful (x2), returning, undetectable, unstoppable strike.
Tattoo (spell rune) The Archmage of Assentia has a permanent silver needle tattoo (mythic barkskin) entwined with a spell rune that grants 
    him a permanent +10 bonus to his natural armor, and the ability to greater teleport 2/day.