Characters

Dark Nature Priest

CR: 17 XP: 102,400


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


Spell-Like Abilities: (CL 18th; concentration +23) 8/day—wooden fist


Spells Prepared: (CL 18th; concentration +23) 9th—mass cure critical wounds, shamblerD 8th—control plants (DC 23), 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 plants (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—barkskin (3), fog cloud, hold animal (DC 17), spider climb 1st—cure light wounds, entangle (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


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


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


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


Combat Gear: potions 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


Description

Halfling druid 18

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.

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.

Source: NPC Codex, p. 77