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Druid

Within the purity of the elements and the order of the wilds lingers a power beyond the marvels of civilization. Furtive yet undeniable, these primal magics are guarded over by servants of philosophical balance known as druids. Allies to beasts and manipulators of nature, these often misunderstood protectors of the wild strive to shield their lands from all who would threaten them and prove the might of the wilds to those who lock themselves behind city walls. Rewarded for their devotion with incredible powers, druids gain unparalleled shape-shifting abilities, the companionship of mighty beasts, and the power to call upon nature’s wrath. The mightiest temper powers akin to storms, earthquakes, and volcanoes with primeval wisdom long abandoned and forgotten by civilization.

Class Attributes

Hit Dice: d8

Alignment: Any neutral

Armor Proficiencies: Light armor, medium armor, and all shields (except tower shields)

Weapon Proficiencies: Club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear

Skill Points/Level: 4 + Int

Class Skills: Athletics (Str), Concentration (Con), Diplomacy (Cha), Heal, (Wis), History (Int), Insight (Wis), Nature (Wis), Perception (Wis), Survival (Wis), Trade (Int)

Level BAB Fort Ref Will Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Druidic Oath, Spontaneous Casting, Nature’s Gift, Nature Sense, Orisons, Wild Empathy 3 1 - - - - - - - -
2nd +1 +3 +0 +3 Woodland Stride 4 2 - - - - - - - -
3rd +2 +3 +1 +3 Trackless Step 4 2 1 - - - - - - -
4th +3 +4 +1 +4 Wild Shape (1/day) 5 3 2 - - - - - - -
5th +3 +4 +1 +4 Resist Nature’s Lure 5 3 2 1 - - - - - -
6th +4 +5 +2 +5 Wild Shape (2/day) 5 3 3 2 - - - - - -
7th +5 +5 +2 +5 Large Shape 5 4 3 2 1 - - - - -
8th +6/+1 +6 +2 +6 Wild Shape (3/day) 5 4 3 3 2 - - - - -
9th +6/+1 +6 +3 +6 Plant Shape, Venom Immunity 5 4 4 3 2 1 - - - -
10th +7/+2 +7 +3 +7 Wild Shape (4/day) 5 4 4 3 3 2 - - - -
11th +8/+3 +7 +3 +7 Tiny Shape 5 4 4 4 3 2 1 - - -
12th +9/+4 +8 +4 +8 Wild Shape (5/day) 5 4 4 4 3 3 2 - - -
13th +9/+4 +8 +4 +8 Elemental Shape, A Thousand Faces 5 4 4 4 4 3 2 1 - -
14th +10/+5 +9 +4 +9 Wild Shape (6/day) 5 4 4 4 4 3 3 2 - -
15th +11/+6/+1 +9 +5 +9 Huge Shape, Timeless Body 5 4 4 4 4 4 3 2 1 -
16th +12/+7/+2 +10 +5 +10 Wild Shape (7/day) 5 4 4 4 4 4 3 3 2 -
17th +12/+7/+2 +10 +5 +10 Greater Elemental Shape 5 4 4 4 4 4 4 3 2 1
18th +13/+8/+3 +11 +6 +11 Wild Shape (8/day) 5 4 4 4 4 4 4 3 3 2
19th +14/+9/+4 +11 +6 +11 Nature’s Tongue 5 4 4 4 4 4 4 4 3 2
20th +15/+10/+5 +12 +6 +12 Wild Shape (at will) 5 4 4 4 4 4 4 4 3 3

Class Abilities

Spells: A druid casts primal spells which are drawn from the druid spell list presented in the Player’s Handbook. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; the druid cannot cast any spell with an alignment descriptor opposite to her own or her deity’s (if she has one). A druid must choose and prepare her spells in advance. To prepare or cast a spell, a druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table above. In addition, she receives bonus spells per day if she has a high Wisdom score (see page 8 of the Player’s Handbook). A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Druidic Oath: Upon being entrusted with the secrets of nature, a druid must swear a binding oath. This oath offers the following boons and restrictions.A druid learns the Druidic language automatically at 1st level, in addition to her normal allotment of languages. Druidic is a secret tongue spoken only amongst fellow druids, and it is forbidden for a druid to teach this language to a nondruid. Doing so violates the druidic oath.Druids are prohibited from wearing metal armor or using metal shields. A druid who wears metal armor or carries a metal shield has her bond with nature temporarily severed, making her unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter. A druid who violates her oath by ceasing to revere nature, changing to a prohibited alignment, or teaching the Druidic language to a nondruid loses all spells and druid abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a druid until she atones (see the atonement spell description, PH 201).

Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.

Nature’s Gift (Ex): At 1st level, a druid’s bond with nature manifests itself in one of two ways. A druid may choose one of the following:

Animal Companion: The druid forms a close bond with an animal companion. A druid may begin play with any of the animals listed in the Animal Companions section presented later in this section. This animal is a loyal companion that accompanies the druid on her adventures. Unlike normal animals of its kind, an animal companion’s Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

Primal Domain: The druid shares a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, or Water. When determining the powers and bonus spells granted by this domain, the druid’s effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.

Nature Sense (Ex): A druid gains a +2 bonus on Nature and Survival checks.

Orisons: Druids can prepare a number of orisons, or 0-level spells, each day, as noted on the previous table under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Wild Shape (Su): At 4th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type (see the Monster Manual). This ability functions like the alternate form special ability (see the Monster Manual). The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity.The form chosen must be that of an animal the druid is familiar with. For example, a druid who has never been outside a temperate forest could not become a polar bear.A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A druid can use this ability an additional time per day for every two druid levels gained after 4th, and can use this ability at will at 20th level. A druid cannot take the form of a creature whose HD exceeds the druid’s class level.

Resist Nature’s Lure (Ex): Starting at 5th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey.

Large Shape: At 7th level, a druid can use her wild shape ability to turn into Large animals in addition to Small and Medium ones. The new form’s HD can’t exceed the druid’s class level.

Plant Shape: At 9th level, a druid can use her wild shape ability to turn into plant creatures, using the same size restrictions as for animal forms (a druid can’t use this ability to take the form of a plant that isn’t a creature, such as a tree or a rose bush). The new form’s HD can’t exceed the druid’s class level.

Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.

Tiny Shape: At 11th level, a druid can use her wild shape ability to turn into Tiny animals in addition to Small, Medium, and Large ones. The new form’s HD can’t exceed the druid’s class level.

Elemental Shape: At 13th level, a druid can use her wild shape ability to turn into a Small, Medium, or Large elemental. When in the form of an elemental,in addition to the normal effects of wild shape the druid gains all the elemental’s extraordinary, supernatural, and spell-like abilities. She also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type (humanoid, in most cases). The new form’s HD can’t exceed the druid’s class level.

A Thousand Faces (Su): At 13th level, a druid gains the ability to change her appearance at will, as if using the disguise self spell, but only while in her normal form.

Huge Shape: At 15th level, a druid can use her wild shape ability to turn into Huge animals in addition to her previous shapeshifting capabilities. The new form’s HD can’t exceed the druid’s class level.

Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.

Greater Elemental Shape: At 17th level, a druid can use her wild shape ability to turn into a Huge elemental in addition Small, Medium, or Large one. When in the form of an elemental, in addition to the normal effects of wild shape the druid gains all the elemental’s extraordinary, supernatural, and spelllike abilities. She also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type (humanoid, in most cases). The new form’s HD can’t exceed the druid’s class level.

Nature’s Tongue (Ex): A druid of 19th level can speak with any plant or animal.

Animal Companions

An animal companion’s abilities are determined by the druid’s level and its animal racial traits. The table below determines many of the base statistics of the animal companion. They remain creatures of the animal type for purposes of determining which spells can affect them.

Class Level: This is the character’s druid level. The druid’s class levels stack with levels of any other classes that are entitled to an animalcompanion for the purpose of determining the companion’s statistics.

HD: This is the total number of eight-sided (d8) Hit Dice the animal companion possesses, each of which gains a Constitution modifier, as normal.

BAB: This is the animal companion’s base attack bonus. An animal companion’s base attack bonus is the same as that of a druid of a level equal to the animal’s HD. Animal companions do not gain additional attacks using their natural weapons for a high base attack bonus.

Fort/Ref/Will: These are the animal companion’s base saving throw bonuses. An animal companion has good Fortitude and Reflex saves.

Skills: This lists the animal’s total skill ranks. Animal companions can assign skill ranks to any skill listed under Animal Skills. If an animal companion increases its Intelligence to 10 or higher, it gains bonus skill ranks as normal. Animal companions with an Intelligence of 3 or higher can purchase ranks in any skill. An animal companion cannot have more ranks in a skill than it has Hit Dice.

Feats: This is the total number of feats possessed by an animal companion. Animal companions can select any feat in which they qualify for, although they are unable to utilize some feats (such as Martial Weapon Proficiency). Note that animal companions cannot select a feat with a requirement of base attack bonus +1 until they gain their second feat at 3 Hit Dice.

Natural Armor Bonus: The number noted here is an improvement to the animal companion’s existing natural armor bonus.

Str/Dex Bonus: Add this modifier to the animal companion’s Strength and Dexterity scores.

Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the druid might choose to teach it (see the Nature skill for more details on how to teach an animal tricks). These bonus tricks don’t require any training time or Nature checks, and they don’t count against the normal limit of tricks known by the animal. The druid selects these bonus tricks, and once selected, they can’t be changed.

Special: This includes a number of abilities gained by animal companions as they increase in power. Each of these bonuses is described below.

Animal Companion Statistics

Level HD BAB Fort Ref Will Skills Feats

1st 1 +0 +2 +2 +0 1 1 +0 +0 1 Link, Share Spells

2nd 2 +1 +3 +3 +0 2 1 +0 +0 1

3rd 3 +2 +3 +3 +1 3 2 +2 +1 2 Evasion

4th 4 +3 +4 +4 +1 4 2 +2 +1 2 Ability Score

5th 5 +3 +4 +4 +1 5 2 +2 +1 2

6th 6 +4 +5 +5 +2 6 3 +4 +2 3 Devotion

7th 7 +5 +5 +5 +2 7 3 +4 +2 3

8th 7 +5 +5 +5 +2 7 3 +4 +2 3

9th 8 +6/+1 +6 +6 +2 8 3 +6 +3 4 Ability Score

Increase

Increase,

Multiattack

10th 9 +6/+1 +6 +6 +3 9 4 +6 +3 4

11th 10 +7/+2 +7 +7 +3 10 4 +6 +3 4

12th 11 +8/+3 +7 +7 +3 11 4 +8 +4 5

13th 12 +9/+4 +8 +8 +4 12 5 +8 +4 5 Ability Score

14th 13 +9/+4 +8 +8 +4 13 5 +8 +4 5

15th 14 +10/+5 +9 +9 +4 14 5 +10 +5 6 Improved Evasion

16th 14 +10/+5 +9 +9 +4 14 5 +10 +5 6

17th 15 +11/+6/+1 +9 +9 +5 15 6 +10 +5 6

18th 16 +12/+7/+2 +10 +10 +5 16 6 +12 +6 7 Ability Score

19th 17 +12/+7/+2 +10 +10 +5 17 6 +12 +6 7

20th 18 +13/+8/+3 +11 +11 +6 18 7 +12 +6 7

Increase

Increase Link (Ex): A druid can handle her animal

companion as a free action, or push it as a move

action, even if she doesn’t have any ranks in the

Nature skill. The druid gains a +4 circumstance

bonus on all wild empathy checks and Nature

checks made regarding an animal companion.

Share Spells (Ex): At the druid’s option, she

may have any spell (but not any spell-like ability)

she casts upon herself also affect her animal

companion. The animal companion must be within

5 feet of her at the time of casting to receive the

benefit. If the spell or effect has a duration other

than instantaneous, it stops affecting the animal

companion if the companion moves farther than

5 feet away and will not affect the animal again,

even if it returns to the druid before the duration

expires. Additionally, the druid may cast a spell

with a target of “You” on her animal companion

(as a touch range spell) instead of on herself. A druid and her animal companion can share spells

even if the spells normally do not affect creatures

of the companion’s type (animal). Spells cast in this

way must come from a class that grants an animal

companion. This ability does not allow the animal

to share abilities that are not spells, even if they

function like spells.

Evasion (Ex): If an animal companion is

subjected to an attack that normally allows a Reflex

save for half damage, it takes no damage if it

makes a successful saving throw.

Ability Score Increase (Ex): The animal

companion adds +1 to one of its ability scores.

Devotion (Ex): An animal companion gains a +4

morale bonus on Will saves against enchantment

spells and effects.

Multiattack: An animal companion gains

Multiattack as a bonus feat if it has three or more

natural attacks and does not already have that feat. If it does not have the requisite three or more

natural attacks, the animal companion instead gains

a second attack with one of its natural weapons,

albeit at a –5 penalty.

Improved Evasion (Ex): When subjected to an

attack that allows a Reflex saving throw for half

damage, an animal companion takes no damage

if it makes a successful saving throw and only half

damage if the saving throw fails.

Animal Skills

Animal companions can have ranks in any of the

following skills: Acrobatics* (Dex), Athletics* (Str),

Intimidate (Cha), Perception* (Wis), Stealth* (Dex),

and Survival (Wis). All of the skills marked with an

(*) are class skills for animal companions. Animal

companions with an Intelligence of 3 or higher can

put ranks into any skill.

Animal Choices

Each animal companion has different starting sizes,

speed, attacks, ability scores, and special qualities.

All animal attacks are made using the creature’s full

base attack bonus unless otherwise noted. Animal

attacks add the animal’s Strength modifier to the

damage roll, unless it is its only attack, in which

case it adds 1-1/2 its Strength modifier. Some have

special abilities, such as scent. See the Monster

Manual for more information on these abilities. As

you gain levels, your animal companion improves

as well, usually at 4th or 7th level, in addition to

the standard bonuses noted on the table above.

Instead of taking the listed benefit at 4th or 7th

level, you can instead choose to increase the

companion’s Dexterity and Constitution by 2.

The available animal companions are listed

below. If your DM allows, you may choose an

animal companion that does not appear on this list.

Ape

Size Medium; Speed 30 ft., climb 30 ft.; AC +1

natural armor; Attack bite (1d4), 2 claws (1d4);

Ability Scores Str 13, Dex 17, Con 12, Int 2, Wis 12,

Cha 7; Special Qualities low-light vision, scent.

4th-Level Advancement: Size Large; AC +2

natural armor; Attack bite (1d6), 2 claws (1d6);

Ability Scores Str +8, Dex –2, Con +4.

Badger Size Small; Speed 30 ft., burrow 10 ft., climb 10 ft.;

AC +2 natural armor; Attack bite (1d4), 2 claws

(1d3); Ability Scores Str 12, Dex 17, Con 15, Int

2, Wis 12, Cha 10; Special Attacks rage (activates

upon taking damage, lasts for the encounter);

Special Qualities low-light vision, scent.

4th-Level Advancement: Size Medium; Attack

bite (1d6), 2 claws (1d4); Ability Scores Str +4, Dex

–2, Con +2.

Bear

Size Medium; Speed 40 ft.; AC +2 natural armor;

Attack bite (1d6), 2 claws (1d4); Ability Scores Str

17, Dex 15, Con 15, Int 2, Wis 12, Cha 6; Special

Qualities low-light vision, scent.

7th-Level Advancement: Size Large; Attack bite

(1d8), 2 claws (1d6); Ability Scores Str +8, Dex –

2, Con +4; Special Attacks improved grab (see the

Monster Manual for more details).

Boar

Size Medium; Speed 40 ft.; AC +6 natural armor;

Attack gore (1d8); Ability Scores Str 15, Dex 12,

Con 17, Int 2, Wis 13, Cha 4; Special Qualities lowlight vision, scent.

4th-Level Advancement: Size Large; Attack gore

(2d6); Ability Scores Str +8, Dex –2, Con +4; Special

Attacks ferocity (see the Monster Manual for more

details).

Cheetah

Size Small; Speed 50 ft.; AC +1 natural armor;

Attack bite (1d4), 2 claws (1d2); Ability Scores Str

12, Dex 21, Con 13, Int 2, Wis 12, Cha 6; Special

Attacks trip; Special Qualities low-light vision, scent.

4th-Level Advancement: Size Medium; Attack

bite (1d6), 2 claws (1d3); Ability Scores Str +4, Dex

–2, Con +2; Special Qualities sprint (see the Monster

Manual).

Crocodile

Size Medium; Speed 20 ft., swim 30 ft.; AC +4

natural armor; Attack bite (1d8); Ability Scores Str

17, Dex 12, Con 17, Int 1, Wis 12, Cha 2; Special

Qualities hold breath (see the Monster Manual), lowlight vision.

4th-Level Advancement: Size Medium; Attack

bite (1d10) or tail slap (2d8); Ability Scores Str +8,

Dex –2, Con +4; Special Attacks improved grab (see the Monster Manual).

Dog

Size Small; Speed 40 ft.; AC +2 natural armor;

Attack bite (1d4); Ability Scores Str 13, Dex 17, Con

15, Int 2, Wis 12, Cha 6; Special Qualities low-light

vision, scent.

4th-Level Advancement: Size Medium; Attack

bite (1d6); Ability Scores Str +4, Dex –2, Con +2.

Eagle

Size Small; Speed 10 ft., fly 80 ft. (average); AC +1

natural armor; Attack bite (1d4), 2 talons (1d4);

Ability Scores Str 10, Dex 15, Con 12, Int 2, Wis 14,

Cha 8; Special Qualities low-light vision.

4th-Level Advancement: Ability Scores Str +2,

Con +2.

Hawk

Size Small; Speed 10 ft., fly 80 ft. (average); AC +1

natural armor; Attack bite (1d4), 2 talons (1d4);

Ability Scores Str 10, Dex 17, Con 10, Int 2, Wis 14,

Cha 6; Special Qualities low-light vision.

4th-Level Advancement: Ability Scores Str +2,

Con +2.

Horse

Size Large; Speed 50 ft.; AC +4 natural armor;

Attack bite (1d4), 2 hooves* (1d6); Ability Scores

Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6;

Special Qualities low-light vision, scent. *This is a

secondary natural attack, see the Monster Manual

for more information on how secondary attacks

work.

4th-Level Advancement: Ability Scores Str +2,

Con +2; Special Qualities combat trained (as per the

warhorse).

Lion

Size Medium; Speed 40 ft.; AC +1 natural armor;

Attack bite (1d6), 2 claws (1d4); Ability Scores Str

13, Dex 17, Con 13, Int 2, Wis 15, Cha 10; Special

Attacks rake (1d4); Special Qualities low-light vision,

scent.

7th-Level Advancement: Size Large; AC +2

natural armor; Attack bite (1d8), 2 claws (1d6);

Ability Scores Str +8, Dex –2, Con +4; Special

Attacks improved grab, pounce, rake (1d6) (see the

Monster Manual for more details for these attacks). Pony

Size Medium; Speed 40 ft.; AC +2 natural armor;

Attack 2 hooves (1d3); Ability Scores Str 13, Dex

15, Con 12, Int 2, Wis 11, Cha 4; Special Qualities

low-light vision, scent.

4th-Level Advancement: Ability Scores Str +2,

Con +2; Special Qualities combat trained (as per the

warpony).

Python

Size Medium; Speed 20 ft., climb 20 ft., swim 20

ft.; AC +2 natural armor; Attack bite (1d3); Ability

Scores Str 15, Dex 17, Con 13, Int 1, Wis 12, Cha 2;

Special Attacks grab; Special Qualities scent.

4th-Level Advancement: Size Large; AC +1

natural armor; Attack bite (1d4); Ability Scores Str

+8, Dex –2, Con +4; Special Attacks constrict 1d4

(see the Monster Manual).

Shark

Size Medium; Speed swim 60 ft.; AC +4 natural

armor; Attack bite (1d6); Ability Scores Str 15, Dex

15, Con 15, Int 1, Wis 12, Cha 2; Special Qualities

scent.

7th-Level Advancement: Size Large; Attack bite

(1d8); Ability Scores Str +4, Dex –2, Con +2; Special

Qualities blindsense.

Tiger

Size Medium; Speed 40 ft.; AC +1 natural armor;

Attack bite (1d6), 2 claws (1d4); Ability Scores Str

15, Dex 15, Con 15, Int 2, Wis 15, Cha 10; Special

Attacks rake (1d4); Special Qualities low-light vision,

scent.

7th-Level Advancement: Size Large; AC +2

natural armor; Attack bite (1d8), 2 claws (1d6);

Ability Scores Str +8, Dex –2, Con +4; Special

Attacks improved grab, pounce, rake (1d6) (see the

Monster Manual for more details for these attacks).

Velociraptor

Size Medium; Speed 60 ft.; AC +1 natural armor;

Attack 2 talons (1d8), bite (1d6); Ability Scores Str

15, Dex 17, Con 15, Int 2, Wis 12, Cha 14; Special

Qualities low-light vision, scent.

7th-Level Advancement: Size Large; AC +2

natural armor; Attack 2 talons (1d10), bite (1d8), 2

claws (1d6) Ability Scores Str +8, Dex –2, Con +4; Special Attacks pounce (see the Monster Manual).

Viper

Size Small; Speed 20 ft., climb 20 ft., swim 20 ft.;

AC +2 natural armor; Attack bite (1d3 plus poison);

Ability Scores Str 8, Dex 17, Con 11, Int 1, Wis 12,

Cha 2; Special Attacks poison (Injury, Fort DC 10 +

½ HD + Con, Initial 1d6 Con, Secondary 1d6 Con);

Special Qualities scent.

4th-Level Advancement: Size Medium; Attack

bite (1d4 plus poison); Ability Scores Str +4, Dex –2,

Con +2.

Wolf

Size Medium; Speed 50 ft.; AC +2 natural armor;

Attack bite (1d6); Ability Scores Str 13, Dex 15, Con

15, Int 2, Wis 12, Cha 6; Special Attacks trip; Special

Qualities scent.

7th-Level Advancement: Size Large; AC +2

natural armor; Attack bite (1d8); Ability Scores Str

+8, Dex –2, Con +4.

druid.1370688420.txt.gz · Last modified: 2013/06/08 03:47 by archmage