Clad in ebony armor, the new captain of the Red Wings stands before you giving off an aura of authority. Accompanying Golbez is a shadowy creature that’s draped upon his shoulders – Dice Correr
Golbez (CR 18)
XP 102,400
Hume Black Mage 17/Dark Knight 1
NE Medium humanoid (boss, hume)
Init: +9; Senses low-light vision; Perception +7
DEFENSE
AC 34, touch 20, flat-footed 29 (+14 armor, +5 deflection, +5 Dex)
hp 418 [530] (17d6+1d10+153)
mp 165
Fort +26, Ref +23, Will +23
Immune Banish, Daze, Gravity, Frog, Mini, Disable, Death, Paralyzed, Silence, Sleep, Stop, Stun, Petrify;
OFFENSE
Speed 30 ft.
Melee Cimmerian Edge +26/+21/+16/+11 (1d10+4 slashing/17-20/x2 plus 1d6 shadow)
Ranged Ray +23 (spells)
Special Attacks Harm Touch (1d6; 6/day)
Special Abilities Darkside, Doublecast (2/day), Elemental Seal (4/day), Elemental Shield 16 (11/day), Grit Stance, Metamagic Enhancement (3/day), Metamagic Flexibility, Sudden Metamagic (8/day).
Limit Breaks Binding Cold, Black Fang, Mana Wall, Dark Force
Spells Known (Black Mage CL 17th; dark spell DC +1, concentration +28)
- 0th (DC 22) – Alter Food, Alter Object, Dark Orb, Daze, Detect Magic, Elemental Orb, Grab, Ignite, Magical Cleaning, Magical Hygiene, Read Magic, Torchlight
- 1st (DC 23) – Blizzard, Charm, Dark, Fire, Obscure, Ruin, Shield, Shocking Grasp, Spark, Thunder
- 2nd (DC 24) – Blizzard II, Dark II, Darkvision, Defensive Shock, Fire II, Float, Frigid Touch, Stone Call, Thunder II
- 3rd (DC 25) – Bio, Blizzara, Darkra, Deeper Darkness, Fira, Immobilize, Lightning Bolt, Thundara
- 4th (DC 26) – Blizzard IV, Comet, Dark IV, Dazera, Ice Storm, Stoneskin, Thunder IV
- 5th (DC 27) – Biora, Cone of Cold, Drain, Gravity, Icy Prison, Mass Immobilize, Telekinesis
- 6th (DC 28) – Abyss, Chain Lightning, Cometra, Glacier, Icy Blast, Shadowfire Ray
- 7th (DC 29) – Gloom II, Graviga, Shadow Blast, Shock II
- 8th (DC 30) – Abyss II, Polar Ray, Shadow Body, Stormbolts
- 9th (DC 31) – Mass Icy Prison, Lightning Form, Meteor
TACTICS
Before Combat: If Golbez is aware that combat will occur, he will cast Shield in preparation.
During Combat: If Golbez does not have Shield active, he will prioritize casting it with Quicken Spell as soon as he can and activate Grit Stance for DR 2/-, taking a -2 penalty on all damage rolls and halving his speed to 15 feet. On his next turn, he will cast Deeper Darkness to obscure the vision of his foes. If any foe gets within melee range, Golbez will attack with his Cimmerian Edge, channeling Harm Touch through it if given the opportunity.
Unless forced, he will not take more than a 5-foot step toward opponents so that he can gain the deflection bonus to AC from Spell Guard. He prefers damaging spells with an area of effect to gain temporary HP from Creative Destruction, but will usually combine them with Gravity to enfeeble his foes.
Morale: When below 50% health, Golbez will activate Black Fang and begin using his 9th level spells more often. When below 25% health, he will activate Dark Force if he fears the next round of combat will kill him. If he thinks he will die, he will use Doublecast: Meteor in a last-ditch attempt to kill his foes.
STATISTICS
Str 16, Dex 20, Con 26, Int 32, Wis 20, Cha 20
Base Atk +18; CMB +21; CMD 47
Feats Alertness*, Antagonize, Armor Focus (Full-Plate), Dark Focus*, Empower Spell, Improved Familiar (Black Dragon, Hatchling), Improved Initiative, Intensified Spell, Quicken Spell, Signature Skill (Intimidate), Skill Focus (Intimidate), Toughness*
*Bonus Feat
Skills Intimidate +37, Knowledge (arcana) +31, Knowledge (dungeoneering) +31, Knowledge (engineering) +31, Knowledge (local) +31, Knowledge (nature) +31, Knowledge (nobility) +31, Knowledge (planes) +31, Knowledge (religion) +31, Spellcraft +31, Stealth +22
Languages Common + 11 more
SQ Advanced Mage Talents (Mage Focus, Twincast), Arcane Knowledge, Black Magery (Elemental Mastery +1, Increased Damage +2, Spell Mastery +2), Bypass Spell Resistance (-17 SR/-8 res), Mage Talent (Creative Destruction, Empowered Magic, Familiar, Knowledge is Power, Mana Ward, Meteor Magic, Selective Magic, Spell Guard), Clear Mind III, Counter Magic (2/day), Dark Affliction, Focused Caster, Loremaster, School Power (Dark Focus), Spell Proficiency
Combat Gear Mega-Potion x5, Turbo Ether x3, Megalixir x1
Gear Cimmerian Edge (+5 Keen Ominous Conductive Abyssal Burst Knight Sword), Zemus Plate (+5 Hosteling Mithral Nimble Full-Plate), Personality Bracelet, Headband of Vast Intelligence +6, Belt of Giant Strength +6, Ring of Protection +5, Cloak of Resistance +5, 17,240 gil
SPECIAL ABILITIES
Binding Cold (Su)
Whenever Golbez’s hit points are below 50%, he will call forth a cold, dark haze that deals 18d6 points of damage (half ice/half dark) with a 60-ft. cone and cause his foes to become Paralyzed. A successful Fortitude save (DC 25) halves the damage and negates the Paralyzed status effect. Each use of this Limit Break counts towards the number of Limit Breaks Golbez has each day.
This alternative limit break replaces the Spell Fury limit break of the black mage.
Black Fang (Su)
Whenever Golbez’s hit points are below 50%, he may empower his Shadow Dragon, strengthening it with power that matches more powerful members of its kind. For 5 rounds, any creature who takes damage from the breath weapon must make a Fortitude save (DC 25) or die. A successful Reflex DC 25 halves the damage and negates the death effect from this limit break. Each use of this Limit Break counts towards the number of Limit Breaks Golbez has each day.
This alternative limit break replaces the Living Dead limit break of the dark knight.
GEAR
The Zemus Plate is a custom suit of +5 Hosteling Mithral Nimble Full-Plate armor of extraterrestrial origin. The wearer suffers no arcane spell failure chance from wearing this armor. Furthermore, the Shadow Dragon may be stored in the armor for safety even though it’s a dragon and not an animal.
DESCRIPTION
Golbez is clad in black full-plate armor and adorned with a black cape that flies as he walks. Not much is known about this mysterious dark knight, save that he recently took over the Baronian airship fleet, the Red Wings, after Sir Cecil Harvey was removed from that post. What is known about Golbez is that he seeks the Crystals and is willing to use force to obtain them.
Shadow Dragon (CR 18)
N Tiny Dragon (Shadow) (Black Dragon Hatchling)
Init: +7; Senses Dragon Senses, See in Darkness; Perception +20
DEFENSE
AC 24, touch 15, flat-footed 21 (+3 Dex, +9 natural, +2 size)
hp 209 [265] (18 HD; Golbez’s hp/2);
Fort +11, Ref +16, Will +10
Immune Shadow, Paralysis, Sleep
SR 23
Weakness Holy
OFFENSE
Speed 60 ft., fly 100 ft. (Average),
Melee bite +21 (1d4), 2 claws +21 (1d3)
Space 2.5 ft.; Reach 0 ft. (2.5 with bite)
Special Attacks Breath Weapon (30 ft. line, 22d10 shadow damage, Reflex DC 19 half, useable every 1d4 rounds)
Special Abilities Terror Touch, Scry on Familiar
TACTICS
Before Combat: The Shadow Dragon will use Stealth to hide within Golbez’s cloak, waiting for the opportune moment to emerge.
During Combat: Whenever Golbez casts Deeper Darkness, the Shadow Dragon will separate so Golbez may cast touch spells through it with Unfettered Familiar. If Golbez uses Binding Cold, the Shadow Dragon will follow up by getting in touch range for a Shocking Grasp or a Frigid Touch.
Morale: The Shadow Dragon is a faithful familiar and will fight with Golbez till the end.
STATISTICS
Str 10, Dex 16, Con 10, Int 14, Wis 8, Cha 14
Base Atk +18; CMB +21; CMD 34
Feats Improved Initiative, Lightning Reflexes
Skills Fly +28, Intimidate +23, Knowledge (arcana) +20, Knowledge (history) +20, Perception +20, Spellcraft +23, Stealth +40, Survival +20;
Racial Skill Modifiers +8 Stealth
Languages Draconic
SQ Alertness, Empathic Link, Improved Evasion, Share Spells, Deliver Touch Spells, Speak with Master
Gear none
SPECIAL ABILITIES
See in Darkness (Su)
A black dragon can see perfectly in darkness of any kind, including that created by the blacklight spell.
Terror Touch (Su)
Once every 1d4 rounds as a standard action, a black dragon reaches out with terror towards an opponent within 35 feet. The affected creature becomes frightened. A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. If the subject succeeds on a Will save (DC 13), it is shaken for 1 round. Blue mages may learn this ability as a 1st level spell (Knowledge: Arcana DC 17).