Pathfinder Reference Document
Pathfinder Reference Document

Druids

Initiate of Flame CR 1/2

XP 200

Dwarf druid 1

LN Medium humanoid (dwarf)

Init +0; Senses Perception +6

DEFENSE

AC 14, touch 10, flat-footed 14 (+4 armor)

hp 15 (1d8+7)

Fort +5, Ref +0, Will +4; +2 vs. poison, spells, and spell-like abilities

Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)

OFFENSE

Speed 20 ft.

Melee spear +2 (1d8+3/×3)

Ranged sling +0 (1d4+2)

Special Attacks +1 on attack rolls against goblinoid and orc humanoids

Domain Spell-Like Abilities (CL 1st; concentration +3)

5/day—fire bolt

Druid Spells Prepared (CL 1st; concentration +3)

1st—burning handsD (DC 13), endure elements, faerie fire

0 (at will)—detect poison, flare (DC 12), stabilize

D Domain spell; Domain Fire

TACTICS

Before Combat The druid casts endure elements each day.

During Combat The druid casts faerie fire, then drops a smokestick at his feet, letting foes come to him, and possibly sets his spear against a charge. He then fights with his spear or casts burning hands.

STATISTICS

Str 15, Dex 10, Con 16, Int 12, Wis 15, Cha 6

Base Atk +0; CMB +2; CMD 12 (16 vs. bull rush or trip)

Feats Toughness

Skills Climb +4, Handle Animal +2, Knowledge (geography) +5, Knowledge (nature) +3, Perception +6 (+8 to notice unusual stonework), Survival +8

Languages Common, Druidic, Dwarven, Giant

SQ nature bond (Fire domain), nature sense, wild empathy –1

Combat Gear alchemist's fire (2), smokesticks (2); Other Gear masterwork hide armor, sling with 20 bullets, spear, climber's kit, healer's kit, holly and mistletoe, spell component pouch, 8 gp

These hostile guardians of volcanic mountain regions have tempers to match their fiery environs, and tolerate no intruders.

Sail Master CR 1

XP 400

Human druid 2

NE Medium humanoid (human)

Init +1; Senses Perception +5

DEFENSE

AC 17, touch 12, flat-footed 15 (+2 armor, +1 Dex, +1 dodge, +3 shield)

hp 18 (2d8+6)

Fort +5, Ref +1, Will +4

OFFENSE

Speed 30 ft.

Melee mwk club +5 (1d6+3)

Ranged shortspear +2 (1d6+3)

Domain Spell-Like Abilities (CL 2nd; concentration +3)

4/day—storm burst

Druid Spells Prepared (CL 2nd; concentration +3)

1st—cure light wounds, jump, obscuring mis tD, shillelagh

0 (at will)—flare (DC 11), know direction, light, stabilize

D Domain spell; Domain Weather

TACTICS

During Combat The druid casts obscuring mist at the start of combat and shillelagh before moving into melee range.

STATISTICS

Str 17, Dex 13, Con 14, Int 8, Wis 12, Cha 10

Base Atk +1; CMB +4; CMD 16

Feats Dodge, Shield Focus

Skills Handle Animal +5, Heal +5, Knowledge (geography) +3, Knowledge (nature) +1, Perception +5, Profession (sailor) +5, Survival +7, Swim +5

Languages Common, Druidic

SQ nature bond (Weather domain), nature sense, wild empathy +2, woodland stride

Combat Gearscrolls of cure light wounds (2), scroll of entangle (2), alchemist's fire (4); Other Gear masterwork leather armor, heavy wooden shield, masterwork club, shortspear, grappling hook, healer's kit, hemp rope (50 ft.), holly and mistletoe, spell component pouch, amber necklace (worth 25 gp), 45 gp

Mastery of the wind and weather is a boon on any ship, and many northern druids thus serve as captains, navigators, and battle support.

Sylvan Protector CR 2

XP 600

Gnome druid 3

CN Small humanoid (gnome)

Init +2; Senses low-light vision; Perception +8

DEFENSE

AC 18, touch 13, flat-footed 16 (+3 armor, +2 Dex, +2 shield, +1 size)

hp 24 (3d8+7)

Fort +5, Ref +3, Will +5; +2 vs. illusions

Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)

OFFENSE

Speed 20 ft.

Melee sickle +1 (1d4–2)

Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids

Domain Spell-Like Abilities (CL 3rd; concentration +5)

5/day—lightning arc

Gnome Spell-Like Abilities (CL 3rd; concentration +5)

1/day—dancing lights, ghost sound, prestidigitation, speak with animals

Druid Spells Prepared (CL 3rd; concentration +5)

2nd—flaming sphere (DC 14), summon swarm, wind wal lD

1st—cure light wounds (2), obscuring mis tD, speak with animals

0 (at will)—flare (DC 12), light, stabilize, virtue

D Domain spell; Domain Air

TACTICS

During Combat The druid casts spider climb and hides, then casts obscuring mist.

STATISTICS

Str 6, Dex 14, Con 15, Int 10, Wis 15, Cha 14

Base Atk +2; CMB –1; CMD 11

Feats Augment Summoning, Spell Focus (conjuration)

Skills Handle Animal +7, Heal +6, Knowledge (nature) +6, Perception +8, Spellcraft +6, Stealth +8, Survival +10

Languages Common, Druidic, Gnome

SQ nature bond (Air domain), nature sense, wild empathy +5, woodland stride, trackless step

Combat Gearscrolls of cure light wounds (3), scroll of spider climb, tanglefoot bags (2); Other Gear+1 leather armor, masterwork heavy wooden shield, sickle, holly and mistletoe, spell component pouch, 95 gp

Savage Plant sage CR 3

XP 800

Half-orc druid 4

CN Medium humanoid (human, orc)

Init +1; Senses darkvision 60 ft.; Perception +6

DEFENSE

AC 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 natural)

hp 32 (4d8+11)

Fort +6, Ref +2, Will +5; +4 vs. fey and plant-targeted effects

Defensive Abilities orc ferocity

OFFENSE

Speed 20 ft.

Melee mwk club +9 (1d6+4)

Ranged spear +4 (1d8+4/×3)

Special Attacks wild shape 1/day

Domain Spell-Like Abilities (CL 4th; concentration +5)

4/day—wooden fist

Druid Spells Prepared (CL 4th; conc. +5)

2nd—barkskinD, bull's strength, summon swarm

1st—entangleD (2, DC 12), faerie fire, shillelagh (2)

0 (at will)—create water, know direction, light, stabilize

D Domain spell; Domain Plant

TACTICS

Before Combat The druid casts barkskin on himself.

During Combat The druid casts entangle or summon swarm.

Base Statistic Without barkskin, the druid's statistics are AC 18, touch 11, flat-footed 17.

STATISTICS

Str 18, Dex 12, Con 14, Int 8, Wis 13, Cha 10

Base Atk +3; CMB +7; CMD 18

Feats Natural Spell, Weapon Focus (club)

Skills Heal +7, Intimidate +2, Knowledge (nature) +8, Perception +6, Survival +10

Languages Common, Druidic, Orc

SQ nature bond (Plant domain), nature sense, orc blood, trackless step, weapon familiarity, wild empathy +4, woodland stride

Combat Gearpotion of cure moderate wounds; Other Gear+1 dragonhide breastplate, masterwork club, spears (4), holly and mistletoe, 93 gp

Cavern Defender CR 4

XP 1,200

Half-elf druid 5

N Medium humanoid (elf, human)

Init +2; Senses low-light vision; Perception +11

DEFENSE

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

OFFENSE

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)

3rd—spike growth (2, DC 17), stone shapeD

2nd—barkskin, bear's endurance, soften earth and stoneD, summon swarm

1st—cure light wounds, magic stoneD, obscuring mist, shillelagh, speak with animals

0 (at will)—create water, guidance, know direction, light

D Domain spell; Domain Earth

TACTICS

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.

STATISTICS

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 Gearwand 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

Though most druids tend and protect the wild lands that lie under the open sky, others stalk the tunnels that lie beneath the earth, serving as wardens, protectors, and tenders of vermin and fungi.

Zirul

Zirul is the solemn protector of a large cave system that is rife with bats and vermin of all kind. Having been abandoned here at a young age, she sees the cave as her home, and will not allow anyone to access it. She dresses in dark, splotched clothing to better blend in with the cavern walls, and has lost some of her humanity as a result of living so far from civilization for so long.

Combat Encounters: Zirul's combat axiom is that a good defense lays the groundwork for a devastating offense. She always makes sure to enter combat from a position of defensive strength.

Roleplaying Suggestions: Zirul has nearly lost her ability to feel empathy for other humanoids. She constantly mutters to herself and to the rats that swarm around her, ignoring other people's perturbed reactions to her odd behavior.

Evasive Slip CR 5

XP 1,600

Halfling druid 6

NE Small humanoid (halfling)

Init +4; Senses Perception +9

DEFENSE

AC 22, touch 15, flat-footed 18 (+5 armor, +4 Dex, +2 shield, +1 size)

hp 40 (6d8+10)

Fort +7, Ref +7, Will +8; +2 vs. fear, +4 vs. fey and plant-targeted effects

Resist electricity 10

OFFENSE

Speed 15 ft.

Melee mwk sickle +6 (1d4)

Ranged mwk sling +10 (1d3)

Special Attacks wild shape 2/day

Domain Spell-Like Abilities (CL 6th; concentration +8)

5/day—lightning arc

Druid Spells Prepared (CL 6th; concentration +8)

3rd—gaseous formD, extended summon nature's ally II (2)

2nd—barkskin, extended summon nature's ally I, summon swarm, wind wal lD

1st—endure elements, faerie fire, magic fang, obscuring mis tD, speak with animals

0 (at will)—detect poison, know direction, light, purify food and drink

D Domain spell; Domain Air

TACTICS

Before Combat The druid casts endure elements at the start of each day. Before a fight he drinks his potion of invisibility.

During Combat Once invisible, the druid moves away from his enemies. He spends the next few rounds casting speak with animals and his extended summon nature's ally spells, followed by magic fang and barkskin, cast from his wands on the summoned creatures. If the summoned creatures take damage, he heals them with his wand of cure moderate wounds. If his invisibility is compromised, he wild shapes into an eagle to keep out of reach.

STATISTICS

Str 10, Dex 18, Con 13, Int 10, Wis 14, Cha 10

Base Atk +4; CMB +3; CMD 17

Feats Augment Summoning, Extend Spell, Spell Focus (conjuration)

Skills Acrobatics +4 (+0 when jumping), Bluff +2, Heal +6, Knowledge (nature) +6, Perception +9, Sense Motive +4, Spellcraft +7, Stealth +12, Survival +13, Swim +3

Languages Common, Druidic, Halfling

SQ nature bond (Air domain), nature sense, trackless step, wild empathy +6, woodland stride

Combat Gearpotion of invisibility, scroll of longstrider, wand of barkskin (8 charges), wand of cure moderate wounds (15 charges), wand of magic fang (8 charges); Other Gear+1 hide armor, darkwood masterwork heavy wooden shield, masterwork sickle, masterwork sling with 20 bullets, antitoxin, holly and mistletoe, spell component pouch, 52 gp

Evasive as the wind, these skittish druids tend to stay away from others, using their formidable powers to escape even the most hazardous situations.

Velun The Slip

Once a slave, Velun escaped bondage with the help of a druid, who went on to train him. Once he felt he had learned all he could, he killed the druid, turning the mentor's wolf animal companion into a cloak. Velun now lives completely off the land, deathly afraid of cities and the slavers he believes lurk around every corner.

Combat Encounters: Given his extreme paranoia, Velun rarely teams up with any other sentient creatures, and the few times he does, he make sure they have few connections to other people so word of his location won't reach the ears of slavers or other corrupt city folk. Velun tries to stay out of combat, using his summoned creatures to ensure his escape.

Roleplaying Suggestions: Velun tends to think that all creatures that come looking for him are slavers in disguise. If he sees them coming, he sneaks away if he can. If they do manage to talk to him, he tells them almost nothing, as he believes that seeming useful or friendly makes him an even more appealing target for slavers. After he's encountered new people, Velun relocates to a new campsite so no one can track him down.

Island Defender CR 6

XP 2,400

Elf druid 7

LN Medium humanoid (elf)

Init +6; Senses low-light vision; Perception +15

DEFENSE

AC 24, touch 14, flat-footed 22 (+7 armor, +2 deflection, +2 Dex, +3 shield)

hp 47 (7d8+12)

Fort +6, Ref +6, Will +8; +2 vs. enchantments, +4 vs. fey and plant-targeted effects

Immune sleep; Resist cold 10

OFFENSE

Speed 20 ft.

Melee mwk shortspear +6 (1d6) or

club +5 (1d6)

Ranged mwk shortspear +8 (1d6)

Special Attacks wild shape 2/day

Domain Spell-Like Abilities (CL 7th; concentration +10)

6/day—icicle

Druid Spells Prepared (CL 7th; concentration +10)

4th—control wate rD, ice storm

3rd—cure moderate wounds, daylight, sleet storm, water breathingD

2nd—animal messenger, barkskin, bear's endurance, fog clou dD, resist energy

1st—cure light wounds, endure elements, magic fang, obscuring mis tD, shillelagh, speak with animals

0 (at will)—light, mending, purify food and drink, read magic

D Domain spell; Domain Water

TACTICS

Before Combat The druid drinks her potion of shield of faith.

During Combat The druid prefers to be in or near a body of water to take advantage of her abilities. She opens with her ice storm or fog cloud spells in order to slow down her opponents. Afterward, she wild shapes into either a dire bear or a giant octopus (depending on the terrain), and alternates rounds of attacks with spells such as bear's endurance and barkskin.

Base Statistics Without shield of faith, the druid's statistics are AC 22, touch 12, flat-footed 20; CMD 17.

STATISTICS

Str 10, Dex 14, Con 12, Int 15, Wis 16, Cha 8

Base Atk +5; CMB +5; CMD 19

Feats Combat Casting, Improved Initiative, Lightning Reflexes, Natural Spell

Skills Fly +4, Handle Animal +5, Heal +11, Knowledge (history) +4, Knowledge (nature) +14, Linguistics +3, Perception +15, Spellcraft +11 (+13 to identify magic item properties), Survival +14, Swim +5

Languages Common, Aquan, Draconic, Druidic, Elven, Sylvan

SQ elven magic, nature bond (Water domain), nature sense, trackless step, weapon familiarity, wild empathy +6, woodland stride

Combat Geardust of dryness, potion of haste, potion of shield of faith, wand of cure moderate wounds (8 charges), thunderstone (2);Other Gear+1 dragonhide breastplate, +1 darkwood heavy wooden shield, club, masterwork shortspear, feather token (fan), antitoxin, fishing net, holly and mistletoe, silk rope (50 ft.), spell component pouch, gold torc (worth 100 gp), 43 gp

Some druids seek the peace and tranquility that only a small island can offer and are willing to lay down their life to protect their sanctuary.

Tasseira Sprayspirit

Tasseira is one of the grim elven defenders of a far-off island that contains an ancient evil. She sees all non-elves as trespassing on her domain, and attacks them on sight. She has a very close connection to the sea, spending much of her day wild shaped into an aquatic creature. She wears an ornate wooden mask to hide her features, and loose-fitting clothes of green and blue.

Sea Captain CR 7

XP 3,200

Halfling druid 8

NE Small humanoid (halfling)

Init +7; Senses Perception +15

DEFENSE

AC 26, touch 14, flat-footed 23 (+7 armor, +3 Dex, +3 natural, +2 shield, +1 size)

hp 61 (8d8+22)

Fort +9, Ref +7, Will +12; +2 vs. fear, +4 vs. fey and plant-targeted effects

OFFENSE

Speed 15 ft.

Melee mwk scimitar +11/+6 (1d4+3/18–20)

Ranged mwk sling +11/+6 (1d3+3)

Special Attacks wild shape 3/day

Domain Spell-Like Abilities (CL 8th; concentration +12)

8/day—lightning lord

7/day—storm burst

Druid Spells Prepared (CL 8th; concentration +12)

4th—control water, flame strike (DC 18), freedom of movement, sleet stormD

3rd—call lightningD (DC 17), greater magic fang, protection from energy, quench, wind wall

2nd—barkskin, bull's strength, fog clou dD, gust of wind (DC 16), warp wood

1st—cure light wounds (4), endure elements, obscuring mist

0 (at will)—create water, detect magic, flare (DC 14), light

D Domain spell; Domain Weather

TACTICS

Before Combat The druid casts barkskin and bull's strength.

During Combat The druid is well aware of his physical shortcomings, and wild shapes into a Medium air elemental the first chance he gets to escape melee combat. Once at a safe altitude, he casts wind wall and freedom of movement. If still threatened, he casts offensive spells such as flame strike or sleet storm, or uses his Weather domain spell-like abilities. If targeted by spellcasters, he casts fog cloud to obscure vision. If forced into melee, he casts greater magic fang before wild shaping into a Huge animal (preferably a triceratops or an orca).

Base Statistics Without barkskin and bull's strength, the druid's statistics are AC 23, touch 14, flat-footed 20; Melee mwk scimitar +11/+6 (1d4+1/18–20); Rangedmwk sling +11/+6 (1d3+1); Str 12; CMB +6; CMD 19; Skills Climb +6, Swim +3.

STATISTICS

Str 16, Dex 16, Con 12, Int 10, Wis 18, Cha 10

Base Atk +6; CMB +8; CMD 21

Feats Improved Initiative, Natural Spell, Toughness, Weapon Finesse

Skills Acrobatics +1 (–3 when jumping), Climb +8, Fly +6, Handle Animal +5, Heal +11, Knowledge (nature) +10, Perception +15, Spellcraft +7, Survival +13, Swim +5

Languages Common, Druidic, Goblin, Halfling

SQ nature bond (Weather domain), nature sense, trackless step, wild empathy +8, woodland stride

Combat Gearscroll of owl's wisdom, alchemist's fire (3), thunderstone; Other Gear+1 dragonhide breastplate, masterwork heavy wooden shield, masterwork scimitar, masterwork sling with 20 bullets, cloak of resistance +1, headband of inspired wisdom +2, grappling hook, healer's kit, holly and mistletoe, silk rope (50 ft.), spell component pouch, 22 gp

With their ability to control and harness the powers of winds and storms, a number of druids become sea captains, using their abilities sometimes for trade and other times for piracy.

Edal

Edal is the captain of the Unlucky Halfling, a pirate vessel that harasses busy sea-lanes. The ship is named in honor of Edal himself, who had the misfortune of losing an eye and four fingers to a voracious reefclaw during his youth. He is a thrill-seeker, willing to sail seas that most other captains avoid. He feels at home in the middle of a huge storm.

Combat Encounters: Edal is most often found on his ship, along with his crew. When his crew is diminished, he sails in to a port, where he leads press gangs to round up new crew members.

Roleplaying Suggestions: A thrill-seeker by nature, Edal is quick to tell a bawdy joke, accept a dare, or even start a tavern brawl so that he can prove his mettle.

Mud Shaman CR 8

XP 4,800

Human druid 9

CN Medium humanoid (human)

Init +0; Senses Perception +13

DEFENSE

AC 22, touch 10, flat-footed 22 (+7 armor, +3 natural, +2 shield)

hp 69 (9d8+25)

Fort +8, Ref +5, Will +11; +4 vs. fey and plant-targeted effects

Immune poison; Resist acid 10

OFFENSE

Speed 20 ft.

Melee mwk club +10/+5 (1d6+3)

Ranged mwk shortspear +7/+2 (1d6+3)

Special Attacks wild shape 3/day

Domain Spell-Like Abilities (CL 9th; concentration +14)

8/day—acid dart

Druid Spells Prepared (CL 9th; concentration +14)

5th—animal growth (DC 20), stoneskin, wall of stoneD

4th—dispel magic, freedom of movement, giant vermin, spike stonesD (DC 19)

3rd—greater magic fang (3), spike growth (DC 18), stone shapeD

2nd—barkskin (2), bull's strength (2), fog cloud, soften earth and stoneD

1st—cure light wounds (2), faerie fire (2), magic stoneD, shillelagh, speak with animals

0 (at will)—create water, guidance, know direction, light

D Domain spell; Domain Earth

TACTICS

Before Combat The druid casts barkskin and bull's strength.

During Combat The druid casts wall of stone between his opponents to separate them. On the following rounds, he spontaneously casts summoning spells, bolstering summoned creatures with greater magic fang. He eventually wild shapes into a stegosaurus to enter melee.

Base Statistics Without barkskin and bull's strength, the druid's statistics are AC 19, touch 10, flat-footed 19; Melee mwk club +8/+3 (1d6+1); Ranged mwk shortspear +7/+2 (1d6+1); Str 13; CMB +7; CMD 17; Skills Swim +4.

STATISTICS

Str 17, Dex 10, Con 14, Int 8, Wis 20, Cha 13

Base Atk +6; CMB +9; CMD 19

Feats Augment Summoning, Lightning Reflexes, Lunge, Power Attack, Spell Focus (conjuration), Vital Strike

Skills Craft (woodworking) +6, Fly +4, Handle Animal +6, Knowledge (geography) +5, Knowledge (nature) +9, Perception +13, Spellcraft +4, Survival +18, Swim +6

Languages Common

SQ nature bond (Earth domain), nature sense, trackless step, wild empathy +10, woodland stride

Combat Gearpotion of cure serious wounds, scroll of lesser restoration, scroll of protection from energy, scroll of wall of fire; Other Gear+1 dragonhide breastplate, masterwork heavy wooden shield, masterwork club, masterwork shortspears (3), headband of inspired wisdom +2, holly and mistletoe, spell component pouch, 60 gp

Stalking through boiling and sometimes acidic mud pits, these druids have caustic personalities and abilities.

Kiro

Kiro, the mud shaman of a remote tribe, sees outsiders as a threat to his culture and people. He acquired a green dragonhide breastplate years ago from a trader, but keeps it hidden under cloaks and wraps, ashamed that he had to buy it rather than earn it through combat.

Combat Encounters: Kiro uses mud pits as traps to entangle his enemies.

Roleplaying Suggestions: A stubborn xenophobe, Kiro does not like speaking with those who are not of his tribe.

Water Merchant CR 9

XP 6,400

Gnome druid 10

NE Small humanoid (gnome)

Init +7; Senses low-light vision; Perception +13

DEFENSE

AC 28, touch 15, flat-footed 25 (+7 armor, +1 deflection, +3 Dex, +3 natural, +3 shield, +1 size)

hp 88 (10d8+40)

Fort +10, Ref +9, Will +12; +2 vs. illusions, +4 vs. fey and plant-targeted effects

Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); Immune poison; Resist cold 10

OFFENSE

Speed 15 ft.

Melee+1 scimitar +7/+2 (1d4–1/18–20)

Ranged dart +11/+6 (1d3–2)

Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, wild shape 4/day

Domain Spell-Like Abilities (CL 10th; concentration +14)

7/day—icicle

Gnome Spell-Like Abilities (CL 10th; concentration +11)

1/day—dancing lights, ghost sound, prestidigitation, speak with animals

Druid Spells Prepared (CL 10th; concentration +14)

5th—call lightning storm (DC 19), ice stormD, wall of thorns

4th—control wate rD, dispel magic, flame strike (2, DC 18), freedom of movement

3rd—call lightning (DC 17), cure moderate wounds, greater magic fang (2), water breathingD

2nd—barkskin (2), cat's grace, fog cloudD, lesser restoration, resist energy

1st—cure light wounds (2), endure elements, faerie fire, obscuring mistD, speak with animals

0 (at will)—create water, detect poison, light, purify food and drink

D Domain spell; Domain Water

TACTICS

Before Combat The druid casts barkskin and cat's grace. She casts endure elements every morning.

During Combat The druid keeps her distance from opponents. She casts freedom of movement, then wild shapes into an air elemental to fly away. Once she feels she has the tactical advantage, she relies on summon spells and ranged abilities to avoid melee.

Base Statistics Without barkskin and cat's grace, the druid's statistics are Init +5; AC 23, touch 13, flat-footed 22; Ref +7; Ranged dart +9/+4 (1d3–2); Dex 12; CMD 16; Skills Fly +5.

STATISTICS

Str 6, Dex 16, Con 15, Int 15, Wis 18, Cha 12

Base Atk +7; CMB +4; CMD 18

Feats Improved Initiative, Lightning Reflexes, Natural Spell, Skill Focus (Bluff), Toughness

Skills Bluff +10, Diplomacy +5, Fly +7, Handle Animal +10, Knowledge (geography) +9, Knowledge (nature) +11, Linguistics +4, Perception +13, Profession (merchant) +15, Sense Motive +10, Spellcraft +12, Survival +17

Languages Abyssal, Common, Draconic, Druidic, Elf, Gnome, Sylvan

SQ nature bond (Water domain), nature sense, trackless step, wild empathy +11, woodland stride

Combat Gearfeather token (whip), scroll of longstrider; Other Gear+1 dragonhide breastplate, +1 heavy wooden shield, +1 scimitar, darts (5), cloak of resistance +1, headband of inspired wisdom +2, ring of protection +1, holly and mistletoe, ink vial, inkpens (2), paper (5 sheets), scroll case, spell component pouch, waterskin, 33 gp

Typically found in arid regions, these druids use magic to supply others with water for a price.

Sasrukutenek

Sasrukutenek sells water at a trade stop on the overland route between two desert cities. She overcharges for this commodity, but since it's so scarce, her customers have very little choice.

Mistress of High Places CR 10

XP 9,600

Half-elf druid 11

CN Medium humanoid (elf, human)

Init +5; Senses low-light vision; Perception +14

DEFENSE

AC 23, touch 13, flat-footed 21 (+7 armor, +1 deflection, +1 Dex, +1 dodge, +3 shield)

hp 84 (11d8+31)

Fort +10, Ref +5, Will +13; +2 vs. enchantments, +4 vs. fey and plant-targeted effects

Immune poison; Resist electricity 10

OFFENSE

Speed 20 ft.

Melee+1 sickle +10/+5 (1d6+2)

Ranged mwk shortspear +10/+5 (1d6+1)

Special Attacks wild shape 4/day

Domain Spell-Like Abilities (CL 11th; concentration +16)

8/day—lightning arc

Druid Spells Prepared (CL 11th; concentration +16)

6th—chain lightningD (DC 22), greater dispel magic

5th—call lightning storm (DC 21), control windsD (DC 20), cure critical wounds, wall of fire (DC 21)

4th—air wal kD, cure serious wounds, freedom of movement, ice storm (DC 20), scrying (DC 19)

3rd—gaseous formD, greater magic fang (2), protection from energy (2), sleet storm

2nd—animal messenger, barkskin (3), fog cloud, wind wal lD

1st—cure light wounds (2), endure elements, faerie fire (2), obscuring mis tD, speak with animals

0 (at will)—flare (DC 16), light, mending, stabilize

D Domain spell; Domain Air

TACTICS

Before Combat The druid casts ironwood on her breastplate every 11 days, liveoak on an oak three times per month, and endure elements every morning.

During Combat The druid orders her treant guardian into combat, wild shapes into a Large earth elemental, and uses earth glide to flee underground where she casts beneficial spells on herself. Once prepared, she moves above ground and opens with chain lightning.

STATISTICS

Str 12, Dex 13, Con 15, Int 8, Wis 20, Cha 10

Base Atk +8; CMB +9; CMD 22

Feats Dodge, Improved Initiative, Mobility, Natural Spell, Skill Focus (Survival), Spell Focus (evocation), Vital Strike

Skills Fly +6, Handle Animal +6, Heal +9, Knowledge (nature) +9, Knowledge (planes) +3, Linguistics +2, Perception +14, Perform (dance) +2, Spellcraft +5, Survival +18

Languages Aquan, Auran, Common, Druidic, Elven, Ignan

SQ elf blood, nature bond (Air domain), nature sense, trackless step, wild empathy +11, woodland stride

Combat Gearpotion of haste, wand of cure moderate wounds (6 charges); Other Gear+1 ironwood breastplate, +1 darkwood heavy wooden shield, +1 sickle, masterwork shortspears (3), bag of holding (type I), cloak of resistance +1, headband of inspired wisdom +2, ring of protection +1, holly and mistletoe, spell component pouch, 289 gp

These guardians of mountain peaks traffic with air and ice elementals, summoning forth the spirits of the mountain storms in order to protect their sacred places.

Yala of the High Places

Yala lives on a mountaintop far to the north. Abandoned by her parents at a young age because of the inconvenience her mixed heritage caused both their families, she was raised by a tribe of yetis, who quickly began venerating her when her druidic powers developed. Never feeling entirely comfortable with her role or the society of the great creatures, she now lives a solitary existence tending a remote shrine dedicated to winter and the mountains themselves. Her enchanted shield was a gift from a courting yeti chief, but she ultimately rejected his advances.

Combat Encounters: Whenever possible, Yala faces enemies near a precipice, using her air magic to throw her foes from the heights and dash them against the rocks below—a blood offering to the ancient mountains.

Roleplaying Suggestions: A cold and aloof woman, Yala prefers the company of animals and summoned elementals to that of humanoids. She is obsessed with protecting the purity of her mountain home, but what "angers the stones" is often hard for others to predict.

Castaway CR 11

XP 12,800

Half-orc druid 12

LN Medium humanoid (human, orc)

Init +3; Senses darkvision 60 ft.; Perception +17

DEFENSE

AC 21, touch 15, flat-footed 17 (+3 armor, +1 deflection, +3 Dex, +1 dodge, +3 shield)

hp 79 (12d8+22)

Fort +11, Ref +9, Will +14; +4 vs. fey and plant-targeted effects

Defensive Abilities orc ferocity; Immune poison

OFFENSE

Speed 30 ft.

Melee+1 scimitar +12/+7 (1d6+3/18–20) or mwk club +12/+7 (1d6+2)

Ranged dart +12/+7 (1d4+2)

Special Attacks wild shape 5/day

Domain Spell-Like Abilities (CL 12th; concentration +16)

12/day—lightning lord

7/day—storm burst

Druid Spells Prepared (CL 12th; concentration +16)

6th—control windsD (DC 20), greater dispel magic, repel wood

5th—call lightning storm (DC 19), cure critical wounds, ice stormD, tree stride

4th—cure serious wounds, dispel magic, flame strike (DC 18), freedom of movement, sleet stormD

3rd—call lightningD (DC 17), cure moderate wounds, greater magic fang (3), protection from energy (DC 17)

2nd—barkskin (2), bear's endurance, bull's strength, cat's grace, fog cloudD

1st—endure elements, entangle (DC 15), faerie fire, obscuring mistD, shillelagh, speak with animals

0 (at will)—detect magic, guidance, stabilize, virtue

D Domain spell; Domain Weather

TACTICS

Before Combat The druid casts liveoak every 12 days and endure elements every morning.

During Combat The druid commands his treant to protect him while he wild shapes into a Huge air elemental and casts freedom of movement, barkskin, and greater magic fang. He then spontaneously uses summon nature's ally VI to summon a dire tiger, upon which he casts animal growth, barkskin, greater magic fang, and cat's grace.

STATISTICS

Str 14, Dex 16, Con 13, Int 10, Wis 18, Cha 8

Base Atk +9; CMB +11; CMD 26

Feats Augment Summoning, Combat Casting, Combat Reflexes, Dodge, Power Attack, Spell Focus (conjuration)

Skills Climb +8, Fly +9, Handle Animal +5, Heal +11, Intimidate +1, Knowledge (nature) +13, Linguistics +3, Perception +17, Sense Motive +9, Survival +15, Swim +7

SQ nature bond (Weather domain), nature sense, orc blood, trackless step, weapon familiarity, wild empathy +11, woodland stride

Combat Gearpotion of haste, scroll of plant growth; Other Gear+1 light fortification leather armor, +1 darkwood heavy steel shield, +1 scimitar, darts (5), masterwork club, brooch of shielding, cloak of resistance +2, headband of inspired wisdom +2, ring of protection +1, healer's kit, holly and mistletoe, spell component pouch, 273 gp

By way of a shipwreck or magical transportation, some druids find themselves alone on far-flung islands.

Passago

Passago lives on a lonely tropical island and considers himself its master. He and his daughter were teleported there years ago by a jealous wizard, and quickly came to love it. When wild shaping, he prefers to take on the forms of the animals of his island.

Combat Encounters: Passago loves both his adopted island home and his daughter. If either is threatened, he quickly comes to their defense. He would lay down his life to defend either one of them.

Roleplaying Suggestions: Stubborn and proud, Passago believes he is the master of his island, and as such does not need to explain himself or his actions to anyone.

Fey friend CR 12

XP 19,200

Gnome druid 13

CN Small humanoid (gnome)

Init +2; Senses low-light vision; Perception +20

DEFENSE

AC 24, touch 15, flat-footed 21 (+6 armor, +1 deflection, +2 Dex, +1 dodge, +3 shield, +1 size)

hp 96 (13d8+34)

Fort +12, Ref +8, Will +15; +2 vs. illusions, +4 vs. fey and plant-targeted effects

Defensive Abilities 25% chance to negate critical hits and sneak attacks, defensive training (+4 dodge bonus to AC vs. giants); Immune poison; Resist cold 20

OFFENSE

Speed 15 ft.

Melee+1 sickle +13/+8 (1d4)

Ranged mwk sling +13/+8 (1d3–1)

Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, wild shape 5/day

Domain Spell-Like Abilities (CL 13th; concentration +18)

8/day—icicle

Druid Spells Prepared (CL 13th; concentration +18)

7th—creeping doom (DC 23), elemental body I VD (water only)

6th—antilife shell, cone of col dD (2, DC 21)

5th—call lightning storm (DC 20), cure critical wounds (2), ice stormD, stoneskin

4th—cure serious wounds, control weathe rD, dispel magic, flame strike (DC 19), freedom of movement, spike stones (DC 19)

3rd—greater magic fang, protection from energy, quench, sleet storm, speak with plants, water breathingD

2nd—barkskin (2), cat's grace (2), fog clou dD, spider climb

1st—cure light wounds, endure elements, faerie fire, longstrider, obscuring mis tD, pass without trace, speak with animals

0 (at will)—flare (DC 15), guidance, light, stabilize

D Domain spell; Domain Water

TACTICS

Before Combat The druid casts liveoak every 13 days, and endure elements each morning.

During Combat The druid casts stoneskin on her treant and orders it into combat. She wild shapes into a bat and casts cat's grace and barkskin on herself. She then casts cure spells or spontaneous summon nature's ally as necessary. If entering melee, she casts protection from energy and greater magic fang, then wild shapes into a treant herself.

STATISTICS

Str 8, Dex 14, Con 14, Int 13, Wis 20, Cha 10

Base Atk +9; CMB +7; CMD 21

Feats Augment Summoning, Combat Casting, Combat Expertise, Dodge, Natural Spell, Spell Focus (conjuration), Weapon Finesse

Skills Craft (woodworking) +11, Handle Animal +6, Heal +12, Knowledge (geography) +7, Knowledge (nature) +14, Linguistics +6, Perception +20, Ride +7, Spellcraft +14, Survival +22, Swim +4

Languages Aquan, Auran, Common, Druidic, Giant, Gnome, Ignan, Sylvan, Terran

SQ a thousand faces, nature bond (Water domain), nature sense, trackless step, wild empathy +13, woodland stride

Combat Gearpotion of cure serious wounds, potion of invisibility, scroll of heal; Other Gear+2 glamered hide armor, +1 light fortification darkwood heavy wooden shield, +1 sickle, masterwork sling with 20 bullets, cloak of resistance +2, headband of inspired wisdom +2, ring of protection +1, holly and mistletoe, spell component pouch, 42 gp

These druids see themselves not as protectors of the forest, but as part of it, like the fey they associate with.

Pai Spiritwind

An inhabitant of a fey-infested forest, Pai fiercely advocates for the fey and their causes. After many run-ins with destructive humans, she considers all non-fey creatures (excluding gnomes) to be trespassers and attacks them on sight.

Fury of Flame CR 13

XP 25,600

Human druid 14

NE Medium humanoid (human)

Init +1; Senses Perception +15

DEFENSE

AC 28, touch 13, flat-footed 27 (+7 armor, +2 deflection, +1 Dex, +5 natural, +3 shield)

hp 120 (14d8+54)

Fort +13, Ref +7, Will +15; +4 vs. fey and plant-targeted effects

Immune poison; Resist fire 20

OFFENSE

Speed 20 ft.

Melee+1 club +16/+11 (1d6+6)

Ranged mwk shortspear +12/+7 (1d6+5)

Special Attacks wild shape 6/day

Domain Spell-Like Abilities (CL 14th; concentration +18)

7/day—fire bolt

Druid Spells Prepared (CL 14th; concentration +18)

7th—elemental body I VD (fire only), fire storm (2, DC 23)

6th—fire seedsD, empowered flame strike (2, DC 20), wall of stone

5th—fire shiel dD, empowered fireball (2, DC 19), wall of fire

4th—air walk, cure serious wounds, dispel magic, freedom of movement, ice storm (DC 20), wall of fireD

3rd—dominate animal (DC 17), fireballD(2, DC 19), greater magic fang (2), spike growth (DC 17)

2nd—barkskin (3), bull's strength, cat's grace, produce flameD

1st—burning handsD(2, DC 17), cure light wounds, faerie fire, shillelagh, speak with animals

0 (at will)—create water, flare (DC 16), light, stabilize

D Domain spell; Domain Fire

TACTICS

Before Combat The druid casts barkskin. He also casts ironwood on his breastplate twice per month, and endure elements every morning.

During Combat The druid wild shapes into a Huge fire elemental when casting offensive spells, and wild shapes into a Huge earth elemental when entering melee. He opens with spells such as fire storm and empowered fireball. Before entering melee, he casts cat's grace, freedom of movement, and greater magic fang on himself.

Base Statistics Without barkskin, the druid's statistics are AC 23, touch 13, flat-footed 22.

STATISTICS

Str 20, Dex 12, Con 15, Int 10, Wis 18, Cha 8

Base Atk +10; CMB +15; CMD 28

Feats Combat Casting, Empower Spell, Greater Spell Focus (evocation), Natural Spell, Power Attack, Spell Focus (evocation), Toughness, Vital Strike

Skills Climb +8, Fly +5, Handle Animal +6, Heal +12, Knowledge (geography) +7, Knowledge (nature) +11, Perception +15, Perform (oratory) +5, Ride +7, Spellcraft +11, Survival +23, Swim +9

Languages Common

SQ a thousand faces, nature bond (Fire domain), nature sense, trackless step, wild empathy +13, woodland stride

Combat Gearpotion of cure serious wounds, potion of haste; Other Gear+1 ironwood breastplate, +1 darkwood heavy wooden shield, +1 club, masterwork shortspear, belt of physical might +2 (Str, Con), cloak of resistance +2, handy haversack, headband of inspired wisdom +2, ring of protection +2, bedroll, healer's kit, holly and mistletoe, silk rope (50 ft.), spell component pouch, 27 gp

Controlling the power of fire and earth, these druids are natural wrath incarnate.

Karuth Firesoul

Karuth Firewalker is a truly inspired fire druid—and he is quite possibly insane. A few years ago, a fateful encounter with a prophetic elder fire elemental gave Karuth the impression that, unlike other humans, he has no soul. Rather, inside him rages a core of elemental fire—a fire that must be released, thus conveniently justifying his pyromaniac urges.

Combat Encounters: Karuth attacks with no warning, laughing maniacally as he burns alive any whom he encounters.

Roleplaying Suggestions: Although Karuth is evil, he occasionally suffers from periods of strange lucidity and regret. During these times he tearfully asking those who seem like they have a chance of standing against his fearful might to grant him release from his evil compulsions through death.

Creeping Death CR 14

XP 38,400

Elf druid 15

NE Medium humanoid (elf)

Init +7; Senses low-light vision; Perception +18

DEFENSE

AC 31, touch 16, flat-footed 27 (+7 armor, +2 deflection, +3 Dex, +1 dodge, +5 natural, +3 shield)

hp 96 (15d8+25)

Fort +12, Ref +10, Will +16; +2 vs. enchantments, +4 vs. fey and plant-targeted effects

Defensive Abilities 25% chance to negate critical hits and sneak attacks; Immune poison, sleep; DR 10/adamantine (150 points)

OFFENSE

Speed 30 ft.

Melee+1 cold iron scythe +13/+8/+3 (2d4+2/×4)

Special Attacks wild shape 6/day

Domain Spell-Like Abilities (CL 15th; concentration +20)

8/day—wooden fist

Druid Spells Prepared (CL 15th; concentration +20)

8th—control plantsD (DC 23), word of recall

7th—animate plantsD, creeping doom (DC 22), true seeing

6th—antilife shell, mass cure light wounds, repel woo dD, wall of stone

5th—baleful polymorph (DC 20), insect plague, stoneskin, transmute rock to mud, tree stride, wall of thornsD

4th—air walk, command plantsD (DC 19), cure serious wounds, freedom of movement, rusting grasp, scrying (DC 19)

3rd—daylight, greater magic fang (2), plant growthD, protection from energy (2, DC 18)

2nd—barkskinD (3), bear's endurance, lesser restoration, longstrider

1st—cure light wounds (2), entangleD (DC 16), faerie fire (2), obscuring mist, speak with animals

0 (at will)—detect magic, light, mending, read magic

D Domain spell; Domain Plant

TACTICS

Before Combat The druid casts stoneskin, barkskin, and longstrider and drinks her potion of haste.

During Combat The druid locks down opponents with entangle, wall of stone, and transmute rock to mud, while casting creeping doom and animate plants from a distance.

Base Statistics Without stoneskin, barkskin, and longstrider, the druid's statistics are AC 27, touch 16, flat-footed 23; DR none; Speed 20 ft.

STATISTICS

Str 13, Dex 16, Con 12, Int 12, Wis 20, Cha 8

Base Atk +11; CMB +12; CMD 28

Feats Blind-Fight, Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Natural Spell, Power Attack, Spell Penetration

Skills Climb +5, Fly +7, Handle Animal +9, Heal +13, Knowledge (geography) +10, Knowledge (nature) +14, Knowledge (planes) +9, Perception +18, Ride +6, Spellcraft +14 (+16 to identify magic item properties), Survival +19, Swim +5

Languages Abyssal, Common, Druidic, Elven

SQ a thousand faces, bramble armor (1d6+7, 15 rounds/day), elven magic, nature bond (Plant domain), nature sense, timeless body, trackless step, weapon familiarity, wild empathy +14, woodland stride

Combat Gearpotion of cure serious wounds, potion of haste, scroll of heal; Other Gear+1 dragonhide breastplate, +1 light fortification heavy wooden shield, +1 cold iron scythe, amulet of natural armor +1, cloak of resistance +2, headband of inspired wisdom +4, pearl of power (1st), ring of protection +2, holly and mistletoe, spell component pouch, 652 gp

Creeping death druids see terrain as the ultimate weapon against those who would despoil their homes.

Genyielt Graycloak

This stalker of bogs and moors works tirelessly to end the encroachment of civilization on her desolate home.

Taiga Stalker CR 15

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)

9/day—icicle

Druid Spells Prepared (CL 16th; concentration +22)

8th—empowered cone of cold (2, DC 22), horrid wiltingD (DC 24)

7th—elemental body IV D (water only), fire storm (DC 23), heal, true seeing

6th—antilife shell, cone of col dD (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 stormD, stoneskin

4th—air walk, control weathe rD, dispel magic, flame strike (DC 20), freedom of movement, spike stones (DC 20)

3rd—daylight, greater magic fang (3), protection from energy, water breathingD

2nd—barkskin (3), bear's endurance, bull's strength, cat's grace, fog clou dD

1st—cure light wounds (3), faerie fire, longstrider, obscuring mistD, speak with animals

0 (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 Gearpotion 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

These hardy druids patrol and protect the icy reaches of northern forests, and command spells and abilities equally as cold and unforgiving.

Hateful Scourge CR 16

XP 76,800

Half-elf druid 17

NE Medium humanoid (elf, human)

Init +1; Senses low-light vision; Perception +25

DEFENSE

AC 28, touch 14, flat-footed 27 (+10 armor, +2 deflection, +1 Dex, +1 insight, +4 shield)

hp 158 (17d8+78)

Fort +16, Ref +9, Will +20; +2 vs. enchantments, +4 vs. fey and plant-targeted effects

Immune poison

OFFENSE

Speed 20 ft.

Melee+1 club +15/+10/+5 (1d6+3)

Ranged mwk shortspear +14/+9/+4 (1d6+2)

Special Attacks wild shape 7/day

Domain Spell-Like Abilities (CL 17th; concentration +24)

17/day—lightning lord

10/day—storm burst

Druid Spells Prepared (CL 17th; concentration +24)

9th—empowered fire storm (DC 24), storm of vengeanceD (DC 26)

8th—earthquake, whirlwin dD (DC 25), word of recall

7th—control weathe rD, creeping doom (DC 24), fire storm (DC 24), heal, true seeing

6th—antilife shell, control windsD (DC 23), empowered flame strike (2, DC 21), greater dispel magic, wall of stone

5th—baleful polymorph (DC 22), call lightning storm (DC 22), cure critical wounds (2), ice stormD, insect plague

4th—control water, dispel magic, flame strike (2, DC 21), freedom of movement, sleet stormD

3rd—call lightningD (DC 20), dominate animal (DC 20), greater magic fang (3), protection from energy (2)

2nd—barkskin (3), bull's strength (2), cat's grace, fog clou dD

1st—entangle (2, DC 18), faerie fire (2), obscuring mis tD, shillelagh, speak with animals

0 (at will)—flare (DC 17), light, purify food and drink, resistance

D Domain spell; Domain Weather

TACTICS

Before Combat The druid casts shambler once per week, and liveoak and ironwood every 17 days.

During Combat The druid sends her shambling mounds and treant to fight while she casts storm of vengeance. If physically threatened, the druid casts antilife shell, followed by empowered fire storm.

STATISTICS

Str 14, Dex 12, Con 16, Int 8, Wis 24, Cha 10

Base Atk +12; CMB +14 (+16 sunder); CMD 28 (30 vs. sunder)

Feats Combat Casting, Empower Spell, Heavy Armor Proficiency, Improved Sunder, Improved Vital Strike, Natural Spell, Power Attack, Skill Focus (Survival), Toughness, Vital Strike

Skills Fly +3, Handle Animal +6, Knowledge (geography) +8, Knowledge (nature) +12, Linguistics +3, Perception +25, Perform (sing) +4, Ride +2, Spellcraft +8, Survival +21, Swim +3

Languages Aquan, Auran, Common, Druidic, Elven, Ignan, Terran

SQ a thousand faces, elf blood, nature bond (Weather domain), nature sense, timeless body, trackless step, wild empathy +17, woodland stride

Combat Gearpotions of haste (2); Other Gear+1 ironwood wild full plate, +2 darkwood heavy wooden shield, +1 club, masterwork shortspears (3), belt of mighty constitution +2, cloak of resistance +3, druid's vestments, dusty rose prism ioun stone, eyes of the eagle, headband of inspired wisdom +4, ring of protection +2, holly and mistletoe, spell component pouch, waterskin, 134 gp

These powerful druids see civilization as a pestilence.

Pateba Blackmind

As feral as a wild cat, Pateba defends her forest without pity or remorse. Those who intrude are things to hunt and destroy.

Dark Nature Priest CR 17

XP 102,400

Halfling druid 18

NE Small humanoid (halfling)

Init +3; Senses Perception +24

Defense

AC 28, touch 19, flat-footed 24 (+4 armor, +3 deflection, +3 Dex, +1 dodge, +1 insight, +5 shield, +1 size)

hp 156 (18d8+72)

Fort +18, Ref +13, Will +20; +2 vs. fear, +4 vs. fey and plant-targeted effects

Immune poison

Offense

Speed 20 ft.

Melee+1 quarterstaff +15/+10/+5 (1d4)

Ranged+1 sling +18/+13/+8 (1d3)

Special Attacks wild shape 8/day

Domain Spell-Like Abilities (CL 18th; concentration +23)

8/day—wooden fist

Druid Spells Prepared (CL 18th; concentration +23)

9th—mass cure critical wounds, shamble rD

8th—control plants (DC 23)D, whirlwind (2, DC 23), word of recall

7th—animate plantsD, fire storm (DC 22), heal, true seeing

6th—empowered flame strike (2, DC 19), greater dispel magic, mass cat's grace, repel woodD

5th—animal growth (DC 20), baleful polymorph (DC 20), control winds (DC 20), stoneskin (2), wall of thornsD

4th—command plantsD (DC 19), cure serious wounds, flame strike (2, DC 19), freedom of movement, spike stones (DC 19)

3rd—dominate animal (DC 18), greater magic fang (2), plant growthD, protection from energy (2)

2nd—barkskinD (3), fog cloud, hold animal (DC 17), spider climb

1st—cure light wounds, entangleD (DC 16), faerie fire (2), obscuring mist, shillelagh, speak with animals

0 (at will)—know direction, light, read magic, stabilize

D Domain spell; Domain Plant

Tactics

Before Combat The druid casts liveoak and shambler on a regular basis, and always has a retinue of 1d4+2 advanced shambling mounds and a treant with her.

During Combat The druid detests trespassers. She begins combat by sending her shambling mounds and treant into melee and summoning a storm giant. She then summons a tyrannosaurus and casts animal growth on it, and spends the next few rounds buffing her summoned creatures with barkskin, mass cat's grace, and greater magic fang. She then casts offensive spells and drinks her potion of haste before wild shaping into a Huge elemental and moving into melee.

Statistics

Str 8, Dex 16, Con 16, Int 12, Wis 20, Cha 10

Base Atk +13; CMB +11; CMD 29

Feats Augment Summoning, Combat Casting, Combat Reflexes, Dodge, Empower Spell, Natural Spell, Spell Focus (conjuration), Vital Strike, Weapon Focus (quarterstaff)

Skills Acrobatics +4 (+0 when jumping), Climb +8, Fly +12, Handle Animal +6, Heal +13, Knowledge (geography) +14, Knowledge (nature) +16, Linguistics +5, Perception +24, Ride +9, Spellcraft +19, Survival +19, Swim +7

Languages Aquan, Auran, Common, Druidic, Halfling, Ignan, Sylvan, Terran

SQ a thousand faces, bramble armor (1d6+9, 18 rounds/day), nature bond (Plant domain), nature sense, timeless body, trackless step, wild empathy +18, woodland stride

Combat Gearpotions of cure serious wounds (2), potion of haste, wand of ice storm (3 charges); Other Gear+2 leather armor, +3 heavy wild darkwood wooden shield, +1 quarterstaff, +1 sling with 20 bullets, cloak of resistance +3, dusty rose prism ioun stone, headband of inspired wisdom +4, ring of protection +3, backpack, everburning torch, holly and mistletoe, silk rope (50 ft.), spell component pouch, 96 gp

These dark nature priests do not nurture their home, but rather spread disease, filth, and hate throughout humanoid communities on behalf of an enraged and exploited landscape.

Rage Flame CR 18

XP 153,600

Half-orc druid 19

CN Medium humanoid (human, orc)

Init +6; Senses darkvision 60 ft.; Perception +23

DEFENSE

AC 28, touch 16, flat-footed 26 (+8 armor, +3 deflection, +2 Dex, +1 insight, +4 shield)

hp 161 (19d8+72)

Fort +16, Ref +11, Will +22; +4 vs. fey and plant-targeted effects

Defensive Abilities orc ferocity; Immune poison; Resist fire 20

OFFENSE

Speed 20 ft.

Melee+1 club +17/+12/+7 (1d6+3)

Ranged+1 sling +17/+12/+7 (1d4+3)

Special Attacks wild shape 8/day

Domain Spell-Like Abilities (CL 19th; concentration +27)

11/day—fire bolt

Druid Spells Prepared (CL 19th; concentration +27)

9th—elemental swarmD (fire spell only), empowered fire storm (3, DC 27)

8th—quickened cure serious wounds, incendiary clou dD (DC 26), reverse gravity, sunburst (DC 28), word of recall

7th—quickened cure moderate wounds, fire storm (2, DC 27),elemental body I VD (fire only), heal, true seeing

6th—fire seed sD, empowered flame strike (3, DC 24), greater dispel magic, mass cat's grace

5th—cure critical wounds (2), fire shiel dD, stoneskin, wall of fire (2)

4th—dispel magic (2), flame strike (2, DC 24), freedom of movement, ice storm (DC 24), wall of fireD

3rd—firebal lD (5, DC 23), greater magic fang, protection from energy (DC 21)

2nd—barkskin (2), bull's strength (2), hold animal (DC 20), produce flameD, lesser restoration

1st—burning handsD (2, DC 21), cure light wounds, endure elements, faerie fire (2), shillelagh

0 (at will)—create water, flare (DC 20), guidance, resistance

D Domain spell; Domain Fire

TACTICS

Before Combat The druid casts shambler once per week and casts ironwood on his armor every 19 days.

During Combat The druid sends shambling mounds into combat, casts mass cat's grace, wild shapes into a Huge fire elemental, and moves in to flank.

STATISTICS

Str 14, Dex 14, Con 14, Int 10, Wis 26, Cha 8

Base Atk +14; CMB +16; CMD 32

Feats Blind-Fight, Combat Casting, Empower Spell, Greater Spell Focus (evocation), Improved Initiative, Natural Spell, Power Attack, Quicken Spell, Spell Focus (evocation), Toughness

Skills Climb +6, Fly +6, Handle Animal +5, Intimidate +1, Knowledge (geography) +7, Knowledge (nature) +13, Knowledge (planes) +4, Linguistics +5, Perception +23, Ride +6, Sense Motive +16, Spellcraft +15, Survival +21, Swim +6

Languages Auran, Common, Draconic, Druidic, Giant, Ignan, Orc, Terran

SQ a thousand faces, nature bond (Fire domain), nature sense, orc blood, timeless body, trackless step, weapon familiarity, wild empathy +18, woodland stride

Combat Gearpotions of cure serious wounds (2), potion of haste, scroll of mass cure serious wounds; Other Gear, +2 wild ironwood breastplate, +2 animated darkwood heavy wooden shield, +1 club, +1 sling with 10 bullets, belt of mighty constitution +2, cloak of resistance +3, dusty rose prism ioun stone, headband of inspired wisdom +6, ring of protection +3, holly and mistletoe, spell component pouch, silver crown (worth 200 gp), 63 gp

These druids dwell in the most explosive spots in the world.

Earthfather CR 19

XP 204,800

Dwarf druid 20

NE Medium humanoid (dwarf)

Init +1; Senses Perception +22

Defense

AC 33, touch 16, flat-footed 31 (+12 armor, +3 deflection, +1 Dex, +1 dodge, +1 insight, +5 shield)

hp 150 (20d8+57)

Fort +17, Ref +10, Will +22; +2 vs. poison, spells, and spell-like abilities; +4 vs. fey and plant-targeted effects

Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), evasion; Immune acid, poison

OFFENSE

Speed 20 ft.

Melee+1 ghost touch quarterstaff +19/+14/+9 (1d6+5)

Ranged+1 light hammer +17/+12/+7 (1d4+4)

Special Attacks +1 on attack rolls against goblinoid and orc humanoids, wild shape at will

Domain Spell-Like Abilities (CL 20th; concentration +27)

10/day—acid dart

Druid Spells Prepared (CL 20th; concentration +27)

9th—quickened cure critical wounds (2), elemental swarmD (earth spell only), empowered fire storm (DC 24), storm of vengeance (DC 27)

8th—earthquakeD, finger of death (DC 25), repel metal or stone, reverse gravity, word of recall

7th—changestaff, creeping doom (DC 25), elemental body I VD (earth only), heal, mass cure moderate wounds, true seeing

6th—antilife shell, empowered flame strike (DC 21), greater dispel magic (2), stoneskinD

5th—animal growth (2, DC 22), death ward, quickened obscuring mist, wall of stoneD, wall of thorns

4th—air walk, dispel magic, flame strike (DC 21), freedom of movement (2), spike stonesD (DC 21)

3rd—cure moderate wounds, dominate animal (DC 20), greater magic fang (3), stone shapeD, wind wall

2nd—barkskin (3), bear's endurance, bull's strength, cat's grace, soften earth and stoneD

1st—cure light wounds (2), faerie fire (2), magic stoneD, obscuring mist, speak with animals

0 (at will)—create water, guidance, mending, stabilize

D Domain spell; Domain Earth

TACTICS

Before Combat The druid casts shambler to create 1d4+2 advanced shambling mounds.

During Combat The druid deploys shambling mounds, wild shapes into a Huge earth elemental, and casts spells on himself. If interrupted, he earth glides and casts storm of vengeance.

STATISTICS

Str 16, Dex 13, Con 14, Int 10, Wis 24, Cha 6

Base Atk +15; CMB +18; CMD 34 (38 vs. bull rush or trip)

Feats Augment Summoning, Combat Casting, Dodge, Empower Spell, Heavy Armor Proficiency, Natural Spell, Power Attack, Quicken Spell, Spell Focus (conjuration), Vital Strike

Skills Fly +3, Handle Animal +3, Knowledge (engineering) +4, Knowledge (nature) +15, Knowledge (planes) +8, Linguistics +4, Perception +22 (+24 to notice unusual stonework), Perform (percussion) +4, Ride +3, Spellcraft +21, Survival +19, Swim +5

Languages Aquan, Auran, Common, Druidic, Dwarven, Ignan, Terran

SQ a thousand faces, nature bond (Earth domain), nature sense, timeless body, trackless step, wild empathy +18, woodland stride

Gear+3 wild ironwood full plate, +3 animated darkwood heavy wooden shield, +1 ghost touch quarterstaff, +1 light hammer, boots of speed, cloak of resistance +3, dusty rose prism ioun stone, headband of inspired wisdom +4, ring of evasion, ring of protection +3, holly and mistletoe, spell component pouch, 487 gp

Providers of ancient wisdom, these rare and powerful dwarven druids are venerated by their people.