XP 51,200
Human Druid 16
LN Medium humanoid (human)
Init +2; Senses Perception +21
DEFENSE
AC 26, touch 13, flat-footed 25 (+10 armor, +2 deflection, +1 Dex, +3 shield)
hp 119 (16d8+44)
Fort +14, Ref +9, Will +18; +4 vs. fey and plant-targeted effects
Immune poison; Resist cold 20
OFFENSE
Speed 20 ft.
Melee +1 scimitar +15/+10/+5 (1d6+3/18–20)
Ranged +1 sling +15/+10/+5 (1d4+3)
Special Attacks wild shape 7/day
Domain Spell-Like Abilities (CL 16th; concentration +22)
Druid Spells Prepared (CL 16th; concentration +22)
8th—empowered cone of cold (2, DC 22), horrid wilting D (DC 24)
7th—elemental body IV D(water only), fire storm (DC 23), heal, true seeing
6th—antilife shell, cone of cold D (DC 22), empowered flame strike (DC 20), greater dispel magic, wall of stone
5th—animal growth (2, DC 21), cure critical wounds, death ward, ice storm D, stoneskin
4th—air walk, control weather D, dispel magic, flame strike (DC 20), freedom of movement, spike stones (DC 20)
3rd—daylight, greater magic fang (3), protection from energy, water breathing D
2nd—barkskin (3), bear's endurance, bull's strength, cat's grace, fog cloud D
1st—cure light wounds (3), faerie fire, longstrider, obscuring mist D, speak with animals
0th (at will)—create water, detect magic, light, mending
D Domain spell; Domain Water
TACTICS
Before Combat Twice per month, the druid casts ironwood on her armor and also casts liveoak.
During Combat The druid casts empowered cone of cold, then begins spontaneously summoning creatures and casting animal growth, stoneskin, and greater magic fang on them. While they are fighting, she casts spells to heal them and enhance her abilities. When entering melee, she casts true seeing, death ward, freedom of movement, and barkskin on herself, and drinks her potions of haste and displacement before wild shaping into a Huge water elemental.
STATISTICS
Str 14, Dex 14, Con 14, Int 10, Wis 22, Cha 8
Base Atk +12; CMB +14; CMD 28
Feats, Augment Summoning, Combat Casting, Empower Spell, Heavy Armor Proficiency, Improved Vital Strike, Natural Spell, Power Attack, Spell Focus (conjuration), Vital Strike
Skills Craft (woodworking) +11, Fly +8, Handle Animal +9, Heal +14, Knowledge (geography) +9, Knowledge (nature) +15, Perception +21, Ride +3, Spellcraft +17, Survival +22
Languages Common
SQ a thousand faces, nature bond (Water domain), nature sense, timeless body, trackless step, wild empathy +15, woodland stride
Combat Gear potion of haste, potion of displacement, scroll of word of recall, wand of cure serious wounds (10 charges); Other Gear +1 wild ironwood full plate, +1 darkwood heavy wooden shield, +1 scimitar, +1 sling with 10 bullets, cloak of resistance +2, headband of inspired wisdom +4, ring of protection +2, cold weather outfit, healer's kit, holly and mistletoe, masterwork woodcarving tools, spell component pouch, 110 gp