Murderous ScytheMurderous Scythe CR 16Source NPC Codex pg. 210 XP 76,800 Half-elf druid 4/fighter 6/assassin 7 NE Medium humanoid (elf, human) Init +4; Senses low-light vision; Perception +24DefenseAC 26, touch 12, flat-footed 26 (+12 armor, +2 deflection, +2 natural) hp 144 (4d8+6d10+7d8+57) Fort +15, Ref +8, Will +11; +2 vs. enchantments, +2 vs. fear, +3 vs. poison, +4 vs. fey and plant-targeted effects Defensive Abilities bravery +2, improved uncanny dodgeOffenseSpeed 30 ft. Melee +2 scythe +25/+20/+15 (2d4+15/19–20/×4 plus poison) Special Attacks death attack (DC 19), quiet death, sneak attack +4d6, true death (DC 22), weapon training (heavy blades +1), wild shape 1/day Spell-Like Abilities (CL 4th; concentration +6) 5/day—wooden fist Druid Spells Prepared (CL 4th; concentration +6) 2nd—barkskinD, resist energy (DC 14), spider climb, tree shape 1st—entangleD (DC 13), faerie fire (2), longstrider, obscuring mist 0 (at will)—detect magic, guidance, light, know direction Domain PlantTacticsBefore Combat The assassin casts barkskin and longstrider. He applies poison to his scythe, and wild shapes into an eagle or dire rat. During Combat In animal form, the assassin studies an enemy spellcaster for 3 rounds before casting obscuring mist to sow chaos among his foes. He then takes his real form to make a death attack against his target. In melee, he trips his foes. Base Statistics Without barkskin and longstrider, the assassin’s statistics are AC 24, touch 12, flat-footed 24; Speed 20 ft.StatisticsStr 24, Dex 10, Con 16, Int 14, Wis 14, Cha 8 Base Atk +14; CMB +21 (+25 trip); CMD 33 (35 vs. trip) Feats Combat Expertise, Critical Focus, Disruptive, Greater Trip, Improved Critical (scythe), Improved Initiative, Improved Trip, Improved Vital Strike, Natural Spell, Power Attack, Skill Focus (Stealth), Vital Strike, Weapon Focus (scythe), Weapon Specialization (scythe) Skills Climb +13, Disguise +1, Fly +3, Knowledge (geography) +10, Knowledge (local, religion) +7, Knowledge (nature) +12, Perception +24, Sense Motive +19, Stealth +21, Survival +12, Swim +13 Languages Common, Elven, Goblin, Sylvan SQ armor training 1, elf blood, hidden weapons, nature bond (Plant domain), nature sense, poison use, trackless step, wild empathy +3, woodland stride Combat Gear potion of cure serious wounds, deathblade poison, purple worm poison (3); Other Gear +3 glamered darkwood full plate, +2 scythe, belt of physical might +4 (Str, Con), cloak of resistance +1, ring of protection +2, 402 gp
Many of these murderers serve as assassins for dark druid circles or dominate savage humanoid tribes.Zelath the ReaperKnowing that death is just part of the cycle of life, Zelath truly believes his murderous ways enforces the will of nature. Like a deadly gardener, he prunes those who dare thwart death’s call or despoil nature.
Combat Encounters:Zelath aids other druids in the protection of their homes, bringing his unorthodox talents for mutual defense and strategic offense.
Roleplaying Suggestions: Zelath often offers his expert knowledge of poisons to friends of the natural order.
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