XP 4,800 DEFENSE
AC 22, touch 13, flat-footed 20 (+3 armor, +2 Dex, +4 natural, +2 shield, +1 size) OFFENSE
Speed 30 ft. 1/day—dancing lights, ghost sound (DC 10), prestidigitation, speak with animals Spells Prepared (CL 9th; concentration +12)
5th—stoneskin TACTICSBefore Combat If his vermin companion warns him of the PCs' approach, he casts bull's strength, barkskin, protection from energy (fire), and longstrider on himself, in that order. During Combat He casts air walk on the first round, using his improved speed with longstrider to rise well above his swarming bees. From there, his Vermin Heart feat enables him to cast greater magic fang on his vermin companion, sending the giant bee and his swarm after opposing spellcasters. He then casts ranged spells like call lightning, flaming sphere, and dispel magic to soften up his opponents. He casts stoneskin before closing with his flame blade or shillelagh. Morale If his vermin companion and the bee swarms perish, the gnome visibly loses his resolve and curses the fey-queen, blaming her for costing him all he ever loved. Savvy PCs may use Diplomacy to convince him to abandon the fight. His attitude begins as Unfriendly rather than Hostile for such a check. If they persuade him to become Friendly, he surrenders. If they make him Helpful, he willingly aids their quest, hoping to undo the damage he caused. He gives them his scroll of antiplant shell and scroll of neutralize poison in the hopes they can use them. STATISTICS
Str 15, Dex 15, Con 14, Int 10, Wis 16, Cha 10 Base Statistics
Without barkskin, bull's strength, and longstrider, his statistics are AC 18, flat-footed 16; Speed 20 ft.; Melee mwk club +8/+3 (1d4) or flame blade +7/+2 touch (1d8+4 fire); Ranged sling +9 (1d3); Str 11; CMB +6; CMD 17 |
Giant bee vermin companion DEFENSE
AC 23, touch 14, flat-footed 19 (+4 Dex, +9 natural) OFFENSE
Speed 20 ft., fly 40 ft. (good) TACTICSDuring Combat It attacks whomever its druid commands it to, using bite attacks. Morale If brought to 15 hp or fewer, he switches to sting attacks. Once it successfully stings, it continues with bite attacks until it is dead or his druid directs it to stop fighting. STATISTICS
Str 20, Dex 18, Con 15, Int —, Wis 14, Cha 6 SPECIAL ABILITIESPoison (Ex)Sting—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus. He can sting only once; once it makes a successful sting attack, it loses 5 hp per round as if it were experiencing a bleed effect. If this bleed is stopped, it does not regain its stinger. |