Male kobold druid 5
NE Small humanoid (reptilian)
Init +5; Senses darkvision 60 ft.; Perception +13
AC 24, touch 19, flat-footed 19 (+4 armor, +3 barkskin, +5 Dex, +1 natural, +1 size)
hp 37 (5d8+15)
Fort +7, Ref +6, Will +7, +4 vs. spell-like and supernatural abilities of fey
Defensive Abilities resist nature's lure
Weaknesses light sensitivity
Speed 40 ft.
Melee mwk quarterstaff +4 (1d8)
Spells Prepared (CL 5th)
3rd—call lightning (DC 16), poison (DC 16)
2nd—barkskin, bear's endurance, cat's grace
1st—entangle (DC 14), longstrider, obscuring mist, shillelagh
0th—detect magic, detect poison, flare, guidance
Before Combat Depnaakra casts barkskin, bear's endurance, cat's grace, longstrider, and shillelagh as soon as the PCs are detected. he then creeps closer and casts call lightning.
During Combat Depnaakra brings down bolts of lightning on the PCs, and casts entangle if any PCs are grouped together.
Morale Depnaakra flees into the woods if reduced to fewer than 10 hp.
Str 9, Dex 20, Con 17, Int 10, Wis 16, Cha 12
Base Atk +3; CMB +1; CMD 16
Feats Natural Spell, Vermin Companion, Vermin Heart
Skills Craft (trapmaking) +2, Handle Animal +9, Knowledge (Nature) +8, Perception +13, Profession (miner) +5, Stealth +14, Survival +13; Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession (miner)
Languages Draconic, Druidic
SQ nature bond (animal companion, giant scorpion named Pinch Pinch), trackless step, wild empathy +6, wild shape (1/day, as beast shape I), woodland stride
Combat Gear scroll of tree shape, wand of summon swarm (12 charges); Other Gear +2 leather armor, masterwork quarterstaff with vermin cages hanging off it, hemp belt and ratty robes with tons of pockets for his venomous “friends.”
Without barkskin, bear’s endurance, cat’s grace, longstrider, and shillelagh cast, make the following adjustments:
Init +3; AC 19, touch 14, flat-footed 16; hp 31 (5d8+5)
Fort +5, Ref +4; Melee masterwork quarterstaff +3 (1d4–1)
Dex 16, Con 13
Giant scorpion animal companion 5
N Large vermin
Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
AC 18, touch 9, flat-footed 18 (+7 armor, +2 natural, –1 size)
hp 37 (5d8+15)
Fort +7, Ref +1, Will +1
Defensive Ability evasion; Immune mind-affecting effects
Speed 50 ft.
Melee 2 claws +7 (1d6+5 plus grab), sting +7 (1d6+5 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d6+5)
Str 20, Dex 10, Con 16, Int —, Wis 10, Cha 2
Base Atk +3; CMB +8 (+12 grapple); CMD 18 (30 vs. trip)
Skills Climb +9, Perception +4, Stealth +0;
Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ link, share spells
Sting—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Strength damage; cure 1 save. The save DC is Constitution-based and includes a +2 Racial bonus.
Conversion Notes: One of Depnaakra's defining features is "Pinch Pinch"
his giant scorpion companion. In the previous version, this required
the following two feats from the Pathfinder Campaign Setting. It's
likely they'll see an update, given the huge change in how animal
companions work. Luckily, a large monstrous scorpion from the previous
edition (now a giant scorpion) is the rough equivalent of 5th level animal companion.
Your understanding of vermin
has grown to the point where you can bond with one as a companion.
Prerequisites: Vermin Heart
, animal companion class feature, wild empathy class feature.
Add the following vermin
to your list of possible animal companions at the indicated druid
levels. 1st—Giant ant (worker), Giant fire beetle, Medium monstrous
centipede, Medium monstrous scorpion, Medium monstrous spider; 4th—Giant
ant (soldier), Giant bee, Giant bombardier beetle, Large monstrous
centipede, Large monstrous scorpion, Large monstrous spider; 7th—Giant
praying mantis, Giant stag beetle, Giant wasp, Huge monstrous centipede;
10th—Gargantuan monstrous centipede, Huge monstrous spider; 13th—Huge
monstrous scorpion; 16th—Gargantuan monstrous spider.
Vermin companions can only learn bonus tricks.
You have a special bond with things that creep and crawl.
Wild empathy class feature.
You may target Vermin
with spells and special abilities that normally only affect animals (although they are still affected by spells targeting Vermin
as well). You may use wild empathy to influence Vermin
as easily as you influence animals.