Hagspawn Thug-Wizard
Bloody Axes Male hagspawn Archmage5/Evoker19/Thug22: CR 24; AL NE; Size M; Medium Monstrous Humanoid

AC 27 (+1 Dex, +2 natural, +8 bracers of armor, +3 amulet of natural armor, +3 ring of protection; touch 14, flat-footed 26);
HD 2d4+6 plus 22d10+66; hp 300
Init +1 (+1 Dex)
SV Fort +22, Ref +14, Will +19

Spd 30 ft. (6 squares)
Atk +33 melee (1d12+12 plus 2d6 acid, crit. 20/x3, +5 seething acid nefarium greataxe)
Full Atk +33/+28/+23/+18/+13 melee (1d12+12 plus 2d6 acid, crit. 20/x3, +5 seething acid nefarium greataxe)
BAB +23/+18/+13/+8/+3; Grapple +25

Space/Reach 5 ft./5 ft.
SA Arcane reach 60 ft., mastery of shaping, +11d6 sneak attack, spell power 2, structural weakness +11
SQ Darkvision 60 ft.
SR 35
Abilities: Str 21, Dex 12, Con 16, Int 28, Wis 10, Cha 6.
Languages: Common
Skills and Feats: Bluff +25, Climb +32, Concentration +30, Jump +32, Knowledge (arcana) +36, Knowledge (the planes) +36, Knowledge (religion) +26, Spellcraft +39, Sleight of Hand +36, Swim +32; Automatic Quicken Spell, Easy Metamagic (Energy Admixture), Easy Metamagic (Quicken Spell), Energy Admixture (acid) x2, Energy Substitution (acid), Epic Spell Penetration, Greater Spell Penetration, Heighten Spell, Quicken Spell x2, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (Evocation), Spell Focus (Necromancy), Spell Penetration
Arcane Reach (Su): The archmage can use spells with a range of touch on a target up to 60 feet away. The archmage must make a ranged touch attack.
Mastery of Shaping: The archmage can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell's area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet.
Possessions: +3 amulet of natural armor (18,000 gp), +6 belt of giant strength (36,000 gp), boots of levitation (7,500 gp), +8 bracers of armor (64,000 gp), +6 headband of intellect (36,000 gp), perpetual talisman of haste (CL 5th; 5 round duration) (12,000 gp), +3 ring of protection (18,000 gp), +5 seething acid nefarium greataxe (100,020 gp), +5 vest of resistance (25,000 gp), 348 pp.
Archmage Spells Prepared (0-level: 5+1*; 1st: 8+1*; 2nd: 7+1; 3rd: 7+1; 4th: 7+1; 5th: 5+1; 6th: 5+1; 7th: 4+1; 8th: 6+1; 9th: 5+1; 10th 4)
DC to Resist: 19 + spell level
DC to Resist (Evocation): 21 + spell level
DC to Resist (Necromancy): 20 + spell level
Prohibited Schools: Enchantment and Illusion
Caster Level: 26th; Overcome Spell Resistance: d20+32; Primary Ability Score: Intelligence

0-level—assess creature, detect magic, disrupt undead, electric jolt*, mage hand, read magic. 1st—chill touch, magic missile* x4, protection from good, shield, true strike x2. 2nd—concussion spur* x3, death armor, ghoul touch x3, spider climb. 3rd—energy spray* x3, protection from energy x2, slow x2, vampiric touch. 4th—dimension door x2, energy blast* x3, enervation x2, mass resist energy. 5th—cone of cold*, draconic might, gelid blood x3, night's caress. 6th—chain lightning* x2, flesh to stone x2, greater dispel magic, true seeing. 7th—Alandra's firerings, delayed blast fireball* x2, greater oblivion skull, waves of exhaustion. 8th—concussion pillar of clouting* x3, greater bestow curse x2, horrid wilting, inversion. 9th—dread oblivion skull, energy ray* x3, rolling wave of blood and fire, wail of the banshee. * Evoker spell.