Water Merchant CR 9
AC 28, touch 15, flat-footed 25 (+7 armor, +1 deflection, +3 Dex, +3 natural, +3 shield, +1 size)
hp 88 (10d8+40)
Fort +10, Ref +9, Will +12; +2 vs. illusions, +4 vs. fey and plant-targeted effects
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); Immune poison; Resist cold 10
Speed 15 ft.
Melee +1 scimitar +7/+2 (1d4–1/18–20)
Ranged dart +11/+6 (1d3–2)
Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, wild shape 4/day
Domain Spell-Like Abilities (CL 10th; concentration +14)
Gnome Spell-Like Abilities (CL 10th; concentration +11)
Druid Spells Prepared (CL 10th; concentration +14)
5th—call lightning storm (DC 19), ice storm D, wall of thorns
4th—control water D, dispel magic, flame strike (2, DC 18), freedom of movement
3rd—call lightning (DC 17), cure moderate wounds, greater magic fang (2), water breathing D
2nd—barkskin (2), cat’s grace, fog cloud D, lesser restoration, resist energy
1st—cure light wounds (2), endure elements, faerie fire, obscuring mist D, speak with animals
0th (at will)—create water, detect poison, light, purify food and drink
D Domain spell; Domain Water
During Combat The druid keeps her distance from opponents. She casts freedom of movement, then wild shapes into an air elemental to fly away. Once she feels she has the tactical advantage, she relies on summon spells and ranged abilities to avoid melee.
Str 6, Dex 16, Con 15, Int 15, Wis 18, Cha 12
Base Atk +7; CMB +4; CMD 18
Feats Improved Initiative, Lightning Reflexes, Natural Spell, Skill Focus (Bluff), Toughness
Skills Bluff +10, Diplomacy +5, Fly +7, Handle Animal +10, Knowledge (geography) +9, Knowledge (nature) +11, Linguistics +4, Perception +13, Profession (merchant) +15, Sense Motive +10, Spellcraft +12, Survival +17
Languages Abyssal, Common, Draconic, Druidic, Elf, Gnome, Sylvan
SQ nature bond (Water domain), nature sense, trackless step, wild empathy +11, woodland stride
Combat Gear feather token (whip), scroll of longstrider; Other Gear +1 dragonhide breastplate, +1 heavy wooden shield, +1 scimitar, darts (5), cloak of resistance +1, headband of inspired wisdom +2, ring of protection +1, holly and mistletoe, ink vial, inkpens (2), paper (5 sheets), scroll case, spell component pouch, waterskin, 33 gp
Typically found in arid regions, these druids use magic to supply others with water for a price.
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.