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Dark Nature Priest

Dark Nature Priest CR 17

Source NPC Codex pg. 77
XP 102,400
Halfling druid 18
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
Druid Spells Prepared (CL 18th; concentration +23)
9th—mass cure critical wounds, shamblerD
8th—control plantsD (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 plantsD (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—barkskinD (3), fog cloud, hold animal (DC 17), spider climb
1st—cure light wounds, entangleD (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

Tactics

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.

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

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.