XP 2,400
Charau-Ka Druid 5
NE Small humanoid (charau-ka)
Init+2; Senses darkvision 60 ft., low-light vision, scent; Perception +12
DEFENSE
AC 18, touch 14, flat-footed 16 (+2 armor, +1 deflection, +2 Dex, +2 natural, +1 size)
hp 64 (8 HD; 3d8+5d8+29)
Fort +8, Ref +6, Will +8; +4 vs. fey and plant–targeted effects
OFFENSE
Speed 30 ft., climb 30 ft.
Melee mwk spear +12 (1d6+7/×3), bite +6 (1d3+2)
Ranged rock +9 (1d4+5/19–20)
Special Attacks shrieking frenzy*, thrown-weapon mastery*, wild shape 1/day, wooden fist (+2, 6 rounds/day)
Druid Spells Prepared (CL 5th; concentration +8)
3rd—mad monkeys, plant growthD, speak with plants
2nd— barkskinD, bull's strength, flaming sphere (DC 15), warp wood
1st—cure light wounds, entangleD (DC 14), faerie fire, magic stone, longstrider
0th (at will)—create water, detect poison, guidance, purify food and drink
D Domain spell; Domain Plant
STATISTICS
Str 20, Dex 15, Con 16, Int 8, Wis 16, Cha 9
Base Atk +5; CMB +9; CMD 21
Feats Point-Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Throw Anything
Skills Climb +17, Knowledge (nature) +7, Perception +12, Stealth +16, Survival +9, Swim +9; Racial Modifiers +4 Stealth
Languages Abyssal, Druidic, Polyglot
SQ nature bond (Plant domain), nature sense, wild empathy +4, woodland stride, trackless step
Combat Gear scroll of cure moderate wounds, scroll of delay poison, wand of tree shape (8 charges); Other Gear leather armor, mwk spear, pearl of power (1st), ring of protection +1, 153 gp
SPECIAL ABILITIES
Shrieking Frenzy (Su)
Once per day, the charau-ka can enter a state of shrieking frenzy as a free action. While in this state, he automatically fails Stealth checks and cannot speak or cast spells that use verbal components (or use items that require command words to activate), but functions as if under the effects of a haste spell. This lasts for up to 3 rounds, after which he is staggered for 1 round.
Thrown-Weapon Mastery (Ex)
The charau-ka gains Throw Anything as a bonus feat. In addition, he gains a +1 racial bonus on all attack rolls with thrown weapons, and the threat range for thrown weapons is doubled, as if he possessed the Improved Critical feat for all thrown weapons. This effect doesn't stack with any other effect that expands the threat range of a weapon.