Evasive Slip CR 5
Druid Spells Prepared (CL 6th; concentration +8)
3rd—gaseous form D, extended summon nature’s ally II (2)
2nd—barkskin, extended summon nature’s ally I, summon swarm, wind wall D
1st—endure elements, faerie fire, magic fang, obscuring mist D, speak with animals
0th (at will)—detect poison, know direction, light, purify food and drink
D Domain spell; Domain Air
During Combat Once invisible, the druid moves away from his enemies. He spends the next few rounds casting speak with animals and his extended summon nature’s ally spells, followed by magic fang and barkskin, cast from his wands on the summoned creatures. If the summoned creatures take damage, he heals them with his wand of cure moderate wounds. If his invisibility is compromised, he wild shapes into an eagle to keep out of reach.
Str 10, Dex 18, Con 13, Int 10, Wis 14, Cha 10
Base Atk +4; CMB +3; CMD 17
Feats Augment Summoning, Extend Spell, Spell Focus (conjuration)
Skills Acrobatics +4 (+0 when jumping), Bluff +2, Heal +6, Knowledge (nature) +6, Perception +9, Sense Motive +4, Spellcraft +7, Stealth +12, Survival +13, Swim +3
Languages Common, Druidic, Halfling
SQ nature bond (Air domain), nature sense, trackless step, wild empathy +6, woodland stride
Combat Gear potion of invisibility, scroll of longstrider, wand of barkskin (8 charges), wand of cure moderate wounds (15 charges), wand of magic fang (8 charges); Other Gear +1 hide armor, darkwood masterwork heavy wooden shield, masterwork sickle, masterwork sling with 20 bullets, antitoxin, holly and mistletoe, spell component pouch, 52 gp
Evasive as the wind, these skittish druids tend to stay away from others, using their formidable powers to escape even the most hazardous situations.
Pathfinder Roleplaying Game NPC Codex © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.