Cavern Defender (Half-Elf Druid 5)


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 shape D
2nd—barkskin, bear's endurance, soften earth and stone D, summon swarm
1st—cure light wounds, magic stone D, obscuring mist, shillelagh, speak with animals
0th (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 Gear wand 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

DESCRIPTION

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.


Section 15: Copyright Notice

Pathfinder Roleplaying Game NPC Codex © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor