XP 38,400
Elf Druid 15
NE Medium humanoid (elf)
Init +7; Senses low-light vision; Perception +18
DEFENSE
AC 31, touch 16, flat-footed 27 (+7 armor, +2 deflection, +3 Dex, +1 dodge, +5 natural, +3 shield)
hp 96 (15d8+25)
Fort +12, Ref +10, Will +16; +2 vs. enchantments, +4 vs. fey and plant-targeted effects
Defensive Abilities 25% chance to negate critical hits and sneak attacks; Immune poison, sleep; DR 10/adamantine (150 points)
OFFENSE
Speed 30 ft.
Melee +1 cold iron scythe +13/+8/+3 (2d4+2/×4)
Special Attacks wild shape 6/day
Domain Spell-Like Abilities (CL 15th; concentration +20)
Druid Spells Prepared (CL 15th; concentration +20)
8th—control plants D (DC 23), word of recall
7th—animate plants D, creeping doom (DC 22), true seeing
6th—antilife shell, mass cure light wounds, repel wood D, wall of stone
5th—baleful polymorph (DC 20), insect plague, stoneskin, transmute rock to mud, tree stride, wall of thorns D
4th—air walk, command plants D (DC 19), cure serious wounds, freedom of movement, rusting grasp, scrying (DC 19)
3rd—daylight, greater magic fang (2), plant growth D, protection from energy (2, DC 18)
2nd—barkskin D (3), bear's endurance, lesser restoration, longstrider
1st—cure light wounds (2), entangle D (DC 16), faerie fire (2), obscuring mist, speak with animals
0th (at will)—detect magic, light, mending, read magic
D Domain spell; Domain Plant
TACTICS
Before Combat The druid casts stoneskin, barkskin, and longstrider and drinks her potion of haste.
During Combat The druid locks down opponents with entangle, wall of stone, and transmute rock to mud, while casting creeping doom and animate plants from a distance.
Base Statistics
Without stoneskin, barkskin, and longstrider, the druid's statistics are AC 27, touch 16, flat-footed 23; DR none; Speed 20 ft.
STATISTICS
Str 13, Dex 16, Con 12, Int 12, Wis 20, Cha 8
Base Atk +11; CMB +12; CMD 28
Feats Blind-Fight, Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Natural Spell, Power Attack, Spell Penetration
Skills Climb +5, Fly +7, Handle Animal +9, Heal +13, Knowledge (geography) +10, Knowledge (nature) +14, Knowledge (planes) +9, Perception +18, Ride +6, Spellcraft +14 (+16 to identify magic item properties), Survival +19, Swim +5
Languages Abyssal, Common, Druidic, Elven
SQ a thousand faces, bramble armor (1d6+7, 15 rounds/day), elven magic, nature bond (Plant domain), nature sense, timeless body, trackless step, weapon familiarity, wild empathy +14, woodland stride
Combat Gear potion of cure serious wounds, potion of haste, scroll of heal; Other Gear +1 dragonhide breastplate, +1 light fortification heavy wooden shield, +1 cold iron scythe, amulet of natural armor +1, cloak of resistance +2, headband of inspired wisdom +4, pearl of power (1st), ring of protection +2, holly and mistletoe, spell component pouch, 652 gp