The material below is Open Game Content
The Good Doctor CR 9
Male human wizard 9
NE Medium humanoid
Init +1; Senses Listen +2, Spot +2
AC 11, touch 11, flat-footed 10
hp 24 (9d4)
Fort +3, Ref +4, Will +8
Spd 30 ft.
Melee mwk kukri +4 (1d4–1/18–20)
Ranged mwk dagger +6 (1d4–1/19–20)
Spells Prepared (CL 9th, +3 melee touch, +5 ranged touch):
5th—dominate person (DC 19)
4th—bestow curse (DC 19), enervation (DC 19), fear (DC 19)
3rd—fireball (2, DC 17), haste, vampiric touch
2nd—false life, ghoul touch (DC 16), glitterdust (DC 16), invisibility, scorching ray
1st—grease (DC 15), mage armor, magic missile (3)
0—detect magic, light, mage hand, read magic
Before Combat If he hears the sounds of combat coming from any of the nearby rooms he casts mage armor and false life on himself before continuing his experiments.
During Combat If possible, he begins combat under the effects of invisibility and haste, blinding opponents with glitterdust and using bestow curse, ghoul touch, and vampiric touch to stalk among his bewildered foes. If pressed, he attempts to force a retreat with fear. He’s quick to use his goggles’ death knell ability on any dying foes.
Morale The Good Doctor does not flee under any circumstances.
Str 8, Dex 12, Con 10, Int 18, Wis 14, Cha 13
Base Atk +4; Grp +3
Feats Combat Casting, Craft Wondrous Item, Improved Familiar, Martial Weapon Proficiency (kukri), Scribe Scroll, Spell Focus (necromancy), Spell Penetration
Skills Concentration +13 (+17 defensive), Knowledge (arcana) +17, Knowledge (dungeoneering) +17, Knowledge (nature) +17, Spellcraft +17
Languages Abyssal, Common, Draconic, Elven
Combat Gear culling goggles, potion of cure moderate wounds, scroll of teleport; Other Gear masterwork kukri, scarlet and blue ioun stone
Spellbook Prepared spells plus 0—all; 1st—alarm, cause fear, chill touch, ray of enfeeblement; 3rd—gentle repose; 4th—animate dead; 5th— summon monster V, teleport
Knuckles, homunculus familiar hp 12; SRD.