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Cavern Defender (Half-Elf Druid 5)

Cavern Defender CR 4

XP 1,200
Half-Elf Druid 5
N Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +11


AC 20, touch 13, flat-footed 17 (+5 armor, +2 Dex, +1 dodge, +2 shield)
hp 31 (5d8+5)
Fort +6, Ref +6, Will +9; +2 vs. enchantments, +4 vs. fey and plant-targeted effects


Speed 20 ft.
Melee quarterstaff +2 (1d6–1) or sickle +2 (1d6–1)
Ranged mwk sling +6 (1d4–1)
Special Attacks wild shape 1/day
Domain Spell-Like Abilities (CL 5th; concentration +9)

7/day—acid dart

Druid Spells Prepared (CL 5th; concentration +9)

D Domain spell; Domain Earth


Before Combat The druid casts spike growth twice per day to protect her position, using stone shape if necessary to limit any viable approaches to her.

During Combat The druid wild shapes into a small flying animal at the first opportunity to escape melee. On subsequent rounds, she casts soften earth and stone and spike growth to distort the terrain beneath her enemies. She intersperses these spells with speak with animals and summoning spells to call flying creatures to harass those enemies. Once her spells are exhausted, she uses acid dart.


Str 8, Dex 14, Con 13, Int 12, Wis 18, Cha 10
Base Atk +3; CMB +2; CMD 15
Feats Dodge, Lightning Reflexes, Natural Spell, Skill Focus (Survival)
Skills Climb +1, Fly +4, Handle Animal +6, Heal +10, Knowledge (dungeoneering) +6, Knowledge (nature) +11, Perception +11, Spellcraft +7, Survival +15
Languages Common, Druidic, Elven, Undercommon
SQ elf blood, nature bond (Earth domain), nature sense, trackless step, wild empathy +5, woodland stride
Combat Gear wand of cure light wounds (50 charges), alchemist's fire (3); Other Gear +1 hide armor, heavy wooden shield, masterwork sling with 20 bullets, quarterstaff, sickle, cloak of resistance +1, backpack, healer's kit, holly and mistletoe, silk rope (50 ft.), spell component pouch, 91 gp