
Wikkidkarma |
Hello All,
Starting a homebrew campaign next weekend and I want to focus on a fey-inspired campaign. I thought a Fey Tatzlwyrm with few levels of druid might serve as a solid villain for the campaign. I'm hoping someone can take a look at my stats and point out any glaring mistakes?
TATZLWYRM CR 6
XP 600
N Medium Fey dragon/ Druid 4
Init +2; Senses darkvision 60 ft., low-light vision; Perception +8
DEFENSE
AC 18, touch 16, flat-footed 12 (+6 Dex, +2 natural)
hp 22 (3d12+5d8)
Fort +8, Ref +6, Will +9
Immune paralysis, sleep
+4 bonuson saves against mind-affecting effects
Resist cold and electricity 10
DR 5/cold iron
OFFENSE
Speed 30 ft., climb 30 ft. Fly 45 Ft (Good)
Melee bite +8 (1d8+3 plus grab)
Special Attacks poison gasp, pounce, rake (2 claws +8, 1d4+2)
STATISTICS
Str 14, Dex 23, Con 10, Int 11, Wis 16, Cha 13
Base Atk +6; CMB +5 (+9 grapple); CMD 17 (can’t be tripped)
Feats Nimble Moves, Stealthy
Skills :
Acrobatics +11 Bluff: +6 Climb +19, Escape Artist +5, Fly: +16 Intimidate +4, Knowledge Nature + 7 Perception +14, Stealth +19 (+16 in dense vegetation); Racial Modifiers +6 Stealth in dense vegetation
Languages Draconic, Sylvan, Elven
ECOLOGY
Environment any forests
Organization solitary or nest (2–5)
Treasure standard
SPECIAL ABILITIES
Poison Gasp (Ex) A tatzlwyrm’s breath contains a poisonous vapor. While grappling, instead of making a bite or rake attack, a tatzlwyrm can breathe poison into its victim’s face. A tatzlwyrm must begin its turn grappling to use this ability—it can’t begin a grapple and use its poison gasp in the same turn.
Tatzlwyrm poison: Breath—inhaled; save Fort DC 12; frequency 1/round for 2 rounds; effect 1d2 Str damage; cure 1 save. The save DC is Constitution-based.
Change Shape (Su) A fey creature can change shape into a single form. Possible forms include a normal specimen of its base creature, a humanoid creature within one size category, or an animal within one size category. In all cases, the fey creature appears as the same individual of its alternate form each time it changes shape. The type of polymorph spell used should be chosen as appropriate based on the alternate form, such as alter self for taking humanoid form. This ability can be selected more than once, granting an additional form each time.
Vermin Empathy (Su): A blight druid can improve the attitude of vermin as a normal druid can with animals. Vermin have a starting attitude of unfriendly. The blight druid can also improve the attitude of animals and mindless undead creatures that were formerly animals, but she takes a –4 penalty on the check unless the animal or undead has a disease special attack. This ability replaces wild empathy.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature's Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood.
Wild Shape (Su): At 4th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the druid is familiar.
From <http://paizo.com/pathfinderRPG/prd/coreRulebook/classes/druid.html>
Nature Bond: (Death Domain)
Domain Spells: 1st—cause fear, 2nd—death knell, 3rd—animate dead
Spell-Like Abilities:
Dancing lights 3/day, faerie fire 1/day
Entangle 1/day glitterdust 1/day
Spells per Day
1st level: 4
2nd level: 3
3rd level: 2