Vermin Druid CR 8
AC 22, touch 13, flat-footed 20 (+3 armor, +2 Dex, +4 natural, +2 shield, +1 size)
hp 67 (9d8+27)
Fort +8, Ref +5, Will +9; +2 vs. illusions
Defensive Abilities defensive training, resist nature’s lure; Immune fire (108 points), poison
Spells Prepared (CL 9th; concentration +12)
4th—air walk, dispel magic
3rd—call lightning (DC 16), greater magic fang, poison (DC 16), protection from energy
2nd—animal messenger, barkskin, bull’s strength, flame blade, flaming sphere (DC 15)
1st—calm animals (DC 14), charm animal (DC 14), longstrider, produce flame, shillelagh
0th (at will)—detect poison, know direction, mending, resistance
During Combat He casts air walk on the first round, using his improved speed with longstrider to rise well above his swarming bees. From there, his Vermin Heart feat enables him to cast greater magic fang on his vermin companion, sending the giant bee and his swarm after opposing spellcasters. He then casts ranged spells like call lightning, flaming sphere, and dispel magic to soften up his opponents. He casts stoneskin before closing with his flame blade or shillelagh.
Morale If his vermin companion and the bee swarms perish, the gnome visibly loses his resolve and curses the fey-queen, blaming her for costing him all he ever loved.
Savvy PCs may use Diplomacy to convince him to abandon the fight. His attitude begins as Unfriendly rather than Hostile for such a check. If they persuade him to become Friendly, he surrenders. If they make him Helpful, he willingly aids their quest, hoping to undo the damage he caused. He gives them his scroll of antiplant shell and scroll of neutralize poison in the hopes they can use them.
Str 15, Dex 15, Con 14, Int 10, Wis 16, Cha 10
Base Atk +6; CMB +7; CMD 19
Feats Combat Casting, Natural Spell, Toughness, Vermin Companion (allows him to have a vermin animal companion), Vermin Heart (allows him to affect vermin with spells and wild empathy)
Skills Climb +6, Craft (alchemy) +9, Fly +9, Handle Animal +8, Heal +8, Knowledge (geography) +4, Knowledge (local) +3, Knowledge (nature) +10, Perception +10, Profession (beekeeping) +17, Spellcraft +6, Stealth +8, Survival +10, Swim +7
Languages Common, Druidic, Gnome, Sylvan
SQ nature bond (giant bee vermin companion), nature sense, trackless step, wild empathy +9, woodland stride
Combat Gear goodberries (8), pearl of power (1st), potion of cure moderate wounds, scrolls of antiplant shell and neutralize poison; Other Gear +1 leather armor, +1 light wooden shield, masterwork club, sling and 20 bullets, handy haversack, granite and diamond dust worth 250 gp (for stoneskin), 162 gp
Without barkskin, bull’s strength, and longstrider, his statistics are AC 18, flat-footed 16; Speed 20 ft.; Melee mwk club +8/+3 (1d4) or flame blade +7/+2 touch (1d8+4 fire); Ranged sling +9 (1d3); Str 11; CMB +6; CMD 17
Vermin Companion CR –
Speed 20 ft., fly 40 ft. (good)
Melee bite +11/+6 (1d6+5) or sting +11 (1d4+5 plus poison)
During Combat It attacks whomever its druid commands it to, using bite attacks.
Morale If brought to 15 hp or fewer, he switches to sting attacks. Once it successfully stings, it continues with bite attacks until it is dead or his druid directs it to stop fighting.
Pathfinder Module: Realm of the Fellknight Queen. © 2010, Paizo Publishing, LLC; Author: Neil Spicer.