Creeping DeathCreeping Death CR 14Source NPC Codex pg. 74 XP 38,400 Elf druid 15 NE Medium humanoid (elf) Init +7; Senses low-light vision; Perception +18DefenseAC 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; DR 10/adamantine (150 points); Immune poison, sleepOffenseSpeed 30 ft. Melee +1 cold iron scythe +13/+8/+3 (2d4+2/×4) Special Attacks wild shape 6/day 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 woodD, 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 PlantTacticsBefore 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.StatisticsStr 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 Gear potion 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 GraycloakThis stalker of bogs and moors works tirelessly to end the encroachment of civilization on her desolate home.
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