Celestial Lizardfolk, Druid (9HD)
Size/Type | Lizardfolk , 7th-Level Druid Medium Humanoid (Reptilian, Extraplanar) |
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Hit Dice | 2d8 + 7d8 + 45 (85 hp) |
Initiative | +5 |
Speed | 20 ft. (4 squares) |
Armour class | 33 (+2 Dex, +6 natural, +3 misc, +8 Armour, +4 Shield) touch 15, flatfooted 31 |
Base Attack/Grapple | +6/ +8 |
Attack | Sling +1 (Fire & Ice) +12 ranged (1d4+3+1d6 fire + 1d6 frost) or Ironwood Mace (Heavy/+2/Shock) +10 melee (1d8+4+1d6 elec) |
Full Attack | Sling +1 (Fire & Ice) +12/+7 ranged (1d4+3+1d6 fire + 1d6 frost) or Ironwood Mace (Heavy/+2/Shock) +10/+5 melee (1d8+4+1d6 elec) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | Smite Evil (Su) 1/day |
Special Qualities | Damage Reduction 5/Magic, Energy Resistance Acid/Cold/Electricity 10, Spell Resistance 14, Darkvision (60'), Animal Companion, Hold Breath (Ex), Humanoid Traits, Nature Sense (Ex), Resist Nature's Lure (Ex), Trackless Step (Ex), Wild Empathy (Ex) +7, Wild Shape (Su) 3/day for 7 hours, Woodland Stride (Ex) |
Saves | Fort: +13, Ref: +13, Will: +13 |
Abilities | Str 14, Dex 20, Con 20, Int 13, Wis 20, Cha 10 |
Skills | Appraise +1; Balance +10; Climb -2; Concentration +17; Craft (Untrained) +1; Escape Artist +1; Forgery +1; Heal +11; Hide +1; Jump +1; Listen +5; Move Silently +1; Ride +5; Search +1; Sense Motive +5; Spot +5; Survival +18; Swim +13; Use Rope +5; |
Feats | Combat Casting, Greater Spell Penetration, Improved Natural Armor, Spell Penetration Armor Proficiency (Light), Armor Proficiency (Medium), Shield Proficiency |
Environment | Temperate marshes |
Organization | Solitary, Party |
Challenge Rating | 8 |
Treasure | N/A |
Alignment | Neutral Good |
Advancement | By character class |
Level Adjustment | +3 |
{{{Footnotes}}} |
Languages:
Common, Draconic, Druidic
Possessions:
- Sling +1 (Fire & Ice)
- Sacred Dragonhide Chainmail +3 (CON +2/Sacred Save & AC bonus +1)
- Cloak of Resistance +2
- Darkwood Shield +3 (+ Luck AC Bonus +1)
- Gloves of Dexterity +2
- Shocking Ironwood Heavy Mace +2
Spells:
Spells per Day: (6/6/4/3/2/0/0/0/0/ DC:15+spell level)
Druid - Known:
Level 0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
Level 1: Calm Animals, Charm Animal, Cure Light Wounds, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Entangle, Faerie Fire, Goodberry, Hide from Animals, Jump, Longstrider, Magic Fang, Magic Stone, Obscuring Mist, Pass without Trace, Produce Flame, Shillelagh, Speak with Animals, Summon Nature's Ally I
Level 2: Animal Messenger, Animal Trance, Barkskin, Bear's Endurance, Bull's Strength, Cat's Grace, Chill Metal, Delay Poison, Fire Trap, Flame Blade, Flaming Sphere, Fog Cloud, Gust of Wind, Heat Metal, Hold Animal, Owl's Wisdom, Reduce Animal, Resist Energy, Restoration, Lesser, Soften Earth and Stone, Spider Climb, Summon Nature's Ally II, Summon Swarm, Tree Shape, Warp Wood, Wood Shape
Level 3: Call Lightning, Cure Moderate Wounds, Daylight, Diminish Plants, Dominate Animal, Magic Fang, Greater, Meld into Stone, Neutralize Poison, Plant Growth, Poison, Protection from Energy, Quench, Remove Disease, Sleet Storm, Snare, Speak with Plants, Spike Growth, Stone Shape, Summon Nature's Ally III, Water Breathing, Wind Wall
Level 4: Air Walk, Antiplant Shell, Blight, Command Plants, Control Water, Cure Serious Wounds, Dispel Magic, Flame Strike, Freedom of Movement, Giant Vermin, Ice Storm, Reincarnate, Repel Vermin, Rusting Grasp, Scrying, Spike Stones, Summon Nature's Ally IV
Animal Companion
Name: Mawgr; Type: Animal Companion
Race: Crocodile
Armor Class Total: 20; Flatfooted: 18; Touch: 12.
Init: +2; BAB/Grapple: +5/+10; HP: 55.
Attack: Bite +10 melee (1d8+7); Tail +10 melee (1d12+7)
Abilities: STR: 1; DEX: 14; CON: 10; INT: 9; WIS: 14; CHA: 6.
Saves: Fortitude: +8; Reflex: +7; Will: +3.
Skills:Balance +2; Climb +5; Concentration +3; Escape Artist +2; Hide +11; Listen +4; Move Silently +2; Spot +6; Survival +1; Swim +13;
Feats: Alertness, Skill Focus (Hide), Weapon Focus (Grapple)
Special Abilities: Low-light vision, Animal Traits, Devotion (Ex), Evasion (Ex), Hold Breath (Ex), Improved Grab (Ex), Link (Ex), Share Spells (Ex)