XP 3,200
Female human
druid 6
NE Medium humanoid
(human)
Init +1;
Senses Perception
+13
DEFENSE
AC 16, touch 11, flat-footed
15 (+5 armor,
+1 Dex)
hp 27 (6d8)
Fort
+5, Ref
+3, Will
+9
Defensive Abilities resist nature’s lure
OFFENSE
Speed
30 ft.
Melee scimitar +3 (1d6–1/18–20)
Ranged sling +5 (1d4–1)
Special Attacks wild shape 2/day
Spells Prepared (CL 6th; concentration
+10)
3rd—call lightning (DC 17), invisibility, poison (DC 17)
2nd—barkskin,
chill
touch (DC 16), gust
of wind (DC 16), summon swarm
1st—cure
light wounds, entangle
(DC 15), magic stone, touch
of fatigue
(DC 15)
0 (at will)—detect
magic, disrupt undead,
guidance,
ray of
frost
Tactics
Before Combat She summons
animals (preferring
bats and snakes) just before battle to outnumber and overwhelm her
opponents.
During Combat She prefers to stay out of direct
combat,
hiding either invisibly or in animal
form, Summoning creatures to eliminate
foes.
Morale She flees if in serious danger, preferably
by becoming
invisible
or using wild shape to become a bat.
STATISTICS
Str
8, Dex
12, Con
10, Int
14, Wis
18, Cha
13
Base Atk +4; CMB
+3; CMD
14
Feats Alertness, Augment Summoning, Natural
Spell, Shade (see below)
Skills Bluff +3, Diplomacy +4, Disguise +3, Fly +5, Handle Animal
+10, Heal
+10, Knowledge
(Arcana) +3, Knowledge
(dungeoneering) +3, Knowledge
(geography) +6, Knowledge
(history) +4, Knowledge
(local) +3, Knowledge
(nature) +11, Knowledge
(nobility) +3, Knowledge
(religion) +5, Perception
+13,
Sense Motive
+8, Stealth
+1, Survival
+15, Swim +1
Languages Common, Druidic, Shadowtongue,
+1 additional
SQ nature bond (owl companion), nature sense,
trackless step, wild empathy +7, woodland stride
Combat Gear potion of cure
serious wounds, scroll of ice
storm, wand of chill metal (10 charges), goodberries
(8); Other Gear +1 hide
armor, scimitar, sling with 10 bullets, pearl of power (1st level), shade token 120 gp
SPECIAL ABILITIES
Feats
The Shade feat
is only available to a sect of albino druids allied with the shadow church; this feat adds unusual spells to the druid’s
spell list, removes
all fire spells from it, and requires a shade token (an effigy made of
hair,
twigs, and blood that counts as an unholy symbol).