This weathered-looking desert dweller is dressed from head to toe in tan, loose-fitting robes.
Desert Hermit CR 8
AC 18, touch 15, flat-footed 14 (+3 armor, +1 deflection, +3 Dex, +1 dodge)
hp 80 (9d8+36)
Fort +8, Ref +6, Will +11; +4 vs. fey and plant-targeted effects
Defensive Abilities heat shimmer (6 rounds, DC 17); Immune poison
Druid Spells Prepared (CL 9th; concentration +12)
5th—control winds (DC 19), transmute rock to mudD (create loose sand instead of mud, DC 19)
4th—giant vermin, hallucinatory terrainD (DC 17), vermin shape II
3rd—burrow, cup of dustD (DC 17), greater magic fang, neutralize poison, spit venom (DC 17)
2nd—barkskin, elemental speech, pernicious poison, resist energy, shifting sandD (DC 16), summon swarm
1st—alter winds (DC 15), cloak of shade, D, faerie fire, feather step, longstrider, speak with animals
0th (at will)—create water, detect poison, light, virtue
D Domain spell; Domains Desert
Str 14, Dex 16, Con 14, Int 10, Wis 16, Cha 8
Base Atk +6; CMB +8; CMD 23
Feats Combat Casting, Dodge, Iron Will, Natural Spell, Spell Focus (transmutation), Toughness
Skills Fly +15, Knowledge (nature) +14, Perception +15, Stealth +12, Survival +17
Languages Common, Druidic, +1 additional
SQ nature bond (Desert domain), nature sense, trackless step, wild empathy +8, woodland stride
Treasure NPC gear (+1 leather armor, mwk scimitar, sling with 10 bullets, belt of incredible dexterity +2, campfire bead, ring of protection +1, wand of cure moderate wounds [16 charges], wand of endure elements [20 charges], 40 gp)
A desert hermit seeks the solitude in the windswept wastes for two chief reasons. First, the hermit finds that isolation allows him to more easily experience nature’s harsh beauty and raw power, which he seeks to emulate. Second, the wide open spaces provide the hermit with the freedom to experience the world without interference from human society, which is trapped in meaningless competitions to get ahead in a race toward an unhappy death plagued by debt, troublesome relationships, and arbitrary expectations enforced by shame, discrimination, and even violence.
Desert hermits are often defensive and suspicious when interrupted by outsiders. They rarely form druid circles, preferring true isolation. Those who forgo their connection to the desert in favor of a bestial ally tend to select camels, cobras, jackals, and vultures.
Pathfinder Campaign Setting: Osirion, Legacy of Pharaohs © 2014, Paizo Publishing, LLC; Authors: Alex Greenshields, Amanda Hamon, Jonathan H. Keith, Ron Lundeen, and David N. Ross.