Gogmurt CR 11
XP 12800
Male Goblin Druid 9/Rogue 3
NE Small humanoid (goblinoid)
Init +5; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 31, touch 21, flat-footed 25 (+4 armor, +2 shield, +5 Dex, +1 size, +4 natural, +4 deflection, +1 dodge)
hp 102 (12d8+45)
Fort +14, Ref +15 (+1 bonus vs. traps), Will +16; +4 vs. spell-like and supernatural abilities of Fey and against effects that target plants
Defensive Abilities evasion, trap sense; Immune poison
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Offense
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Speed 40 ft.
Melee heavy shield bash +8/+3 (1d3+3) and
masterwork cold iron dagger +13/+8 (1d3+3/19-20)
Special Attacks sneak attack +2d6
Druid Spells Prepared (CL 9th; concentration +14):
5th (2/day)—animal growth (DC 20), cure critical wounds
4th (3/day)—air walk, strong jaw (x2) (DC 19)
3rd (4/day)—greater magic fang (x4)
2nd (5/day)—bull's strength (x2), barkskin (x2), cat's grace
1st (6/day)—liberating command, touch of the sea (DC 16), longstrider (x2), produce flame, strong wings
0 (at will)—purify food and drink (DC 15), detect magic, read magic, spark (DC 15)
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Statistics
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Str 12, Dex 20, Con 16, Int 8, Wis 20, Cha 11
Base Atk +8; CMB +10; CMD 28
Feats Brew Potion, Combat Casting, Dodge, Natural Spell, Quick Wild Shape, Shaping Focus
Skills Acrobatics +6 (+10 jump), Appraise +1, Bluff +2, Climb +6, Diplomacy +2, Disguise +2, Escape Artist +6, Fly +13, Handle Animal +10, Heal +7, Intimidate +2, Knowledge (geography) +9, Knowledge (local) +9, Knowledge (nature) +16, Linguistics +6, Perception +7 (+8 to locate traps), Ride +14, Sense Motive +7, Stealth +29, Survival +16, Swim +6; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Druidic, Giant, Goblin
SQ nature bond abilities (animal companion, roc), resist nature's lure, rogue talents (fast stealth), spontaneous casting, trackless step, trapfinding +1, wild empathy, wild shape, wild shape (animal), wild shape (elemental), wild shape (plant), woodland stride
Combat Gear Potion of cat's grace, Potion of good hope, Potion of mage armor, Potion of Shield of Faith (CL 12); Other Gear Leaf armor, Masterwork Heavy wooden shield, Blowgun darts (5), Masterwork Cold Iron Dagger, Belt of mighty constitution +2, Cloak of resistance +2, Flaming Amulet of mighty fists, Headband of inspired wisdom +2, Spell component pouch
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TRACKED RESOURCES
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Blowgun darts - 0/5
Masterwork Cold Iron Dagger - 0/1
Potion of cat's grace - 0/1
Potion of good hope - 0/1
Potion of mage armor - 0/1
Potion of Shield of Faith (CL 12) - 0/1
Wild Shape (5/day) (Su) - 0/5
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Immunity to Poison You are immune to poison.
Natural Spell You can cast spells while in Wild Shape.
Potion of Shield of Faith (CL 12) Add this item to create a potion of a chosen spell.
Quick Wild Shape Wild shape quickly into a less powerful form
Resist Nature's Lure (Ex) +4 save vs. effects from Fey and effects using plants.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +9 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (5/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Beast Shape III: Diminutive - Huge animal) You may use your Wild Shape ability to become an animal.
Wild Shape (Elemental Body IV: Small - Huge elemental) You may use your Wild Shape ability to become an elemental.
Wild Shape (Plant Shape III: Small - Huge plant creature) You may use your Wild Shape ability to become a plant creature.
Woodland Stride (Ex) Move through undergrowth at normal speed.
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Animal Companion
Male Roc
N Huge animal
Init +6; Senses low-light vision; Perception +1
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Defense
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AC 34, touch 14, flat-footed 28 (+6 Dex, -2 size, +20 natural)
hp 76 (+40)
Fort +10, Ref +12, Will +3 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
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Speed 30 ft., fly 80 ft. (average)
Melee bite +18 (6d6+13) and
2 talons +17 (3d6+13 plus grab)
Space 15 ft.; Reach 15 ft.
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Statistics
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Str 35, Dex 22, Con 18, Int 3, Wis 13, Cha 11
Base Atk +6; CMB +20 (+24 grapple); CMD 36
Feats Improved Natural Attack (bite), Multiattack, Power Attack, Toughness, Weapon Focus (bite)
Skills Fly +13, Stealth -2
SQ devotion, multiattack / extra attack
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TRACKED RESOURCES
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-none-
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Special Abilities
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Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Flight (80 feet, Average) You can fly!
Grab: Talon (Huge) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
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