Swampwalker
Defense
AC: 19, touch 12, flat-footed 18 (+4 armor, +1 deflection, +1 Dex, +3 natural)
HP: 81 (9d10+27)
Fort: +8 Ref: +7 Will: +5, +2 vs. enchantments
Defensive Abilities: evasion
Immune: sleep
Offense
Speed: 30 ft.
Melee: mwk spiked chain +14/+9 (2d4+6)
Ranged: +1 composite longbow +12/+7 (1d8+5/19–20/×3)
Special Attacks: favored enemy (aquatic humanoids +4, humans +2)
Spells Prepared: (CL 6th; concentration +8) 2nd—barkskin, snare 1st—pass without trace, speak with animals (2)
Statistics
Str: 18 Dex: 12 Con: 14 Int: 10 Wis: 14 Cha: 8
Base Atk: +9 CMB: +13 CMD: 25
Feats: Deadly Aim, Endurance, Exotic Weapon Proficiency (spiked chain), Improved Critical (composite longbow), Point-Blank Shot, Rapid Shot, Skill Focus (Stealth), Vital Strike, Weapon Focus (composite longbow)
Skills: Climb +12, Handle Animal +6, Knowledge (nature) +12, Perception +16, Stealth +16, Survival +14, Swim +16
SQ: elf blood, favored terrain (forest +2, swamp +4), hunter’s bond (companions), swift tracker, track +4, wild empathy +8, woodland stride
Languages: Common, Elven
Combat Gear: +1 frost arrows (5), +1 human-bane arrows (5)
Other Gear: f cure moderate wounds, potion of haste, potion of water breathing
Description
Half-elf ranger 9
Before Combat: The ranger casts barkskin and pass without trace.
During Combat: The ranger attacks from stealth using his bow. He might drag a Small opponent underwater, relying on Endurance to outlast his drowning foe (though he has his potion of water breathing just in case).
Base Statistics: Without barkskin, the ranger’s statistics are AC 16, touch 12, flat-footed 15.
The swampwalker is a savage predator of the stinking marsh. He is familiar with its threats and uses them as tools to defeat his opponents.
Cullen Theoren: Cullen is a savage survivor in an environment that constantly threatens death from exposure, disease or predators. He hunts any creature that intrudes on his territory, and has little tolerance for weakness or mercy.
Combat Encounters: Cullen strikes at the PCs from the water or from an elevated branch, slipping away before they can approach before returning to harass them again and again. He may also try to lure the PCs into environmental threats such as deep water or quicksand to make them easier prey.
Roleplaying Suggestions: If Cullen observes the PCs navigating his swamp with ease or defeating a dangerous monster, he may offer his services as a guide, or trade information with them.
Source: NPC Codex, p. 132
