She hates your people, your gods, and your laws which have befouled her blessed home with corruption and decay. Her scaly children dream of a return to ancient ways -- to hunt, to devour, to rule their world as they did long ago.
MWANA, QUEEN OF THE SLITHERING CR 14 [2 humanoid hit dice + 1 level adjustment + 11 druid levels]
Female Lizardfolk druid 11
CN Medium humanoid (reptilian)
Init +0 [+0 Dex]; Senses Listen +11, Spot +11
DEFENSE
AC 25, touch 10, flat-footed 25
(+6 armor [+5 from armor +1 enhancement], +0 Dex, + 9 natural [+5 racial +4 enhancement barkskin])
hp 114 (2d8+11d8+52)
Fort +15 [+7 class +4 Con +4 resistance], Ref +10 [+3 humanoid hd +3 class +4 resistance], Will +17 [+7 class +6 Wis +4 resistance]
Defensive Abilities freedom of movement (automatically succeed on grapple checks to resist being grappled and to escape grapples or pins); resist nature’s lure (+4 saving throws against spell-like abilities of fey), ring of counterspells (greater dispel magic); DR 10/adamantine (stoneskin absorbs up to 110 points before being discharged); Immune to poison, movement impairing magic, detect thoughts, discern lies, any magical attempts to discern alignment; Resist acid 10
OFFENSE
Spd 30 ft. [30 ft. modified for medium armor and longstrider], air walk, freedom of movement, tree stride.
Melee +1 longspear +12/+7 [+9/+4 bab +2 strength +1 enhancement] (1d8+4) [+2 strength x 1.5 for two-handed +1 enhancement] and
bite +12 [+9 bab +2 strength +1 enhancement, -0 for Improved Multiattack] (1d6+2) [1d6 for Improved Natural Attack (bite) +2 strength x 0.5 for secondary natural attack +1 enhancement] or
2 claws +12 [+9 bab +2 strength +1 enhancement] (1d4+3) [+2 strength +1 enhancement] and
bite +12 [+9 bab +2 strength +1 enhancement, -0 for Improved Multiattack] (1d6+2) [1d6 for Improved Natural Attack (bite) +2 strength x 0.5 for secondary natural attack +1 enhancement]
Space 5 ft.; Reach 5 ft.
Special Attacks wild shape 4/day (11 hours)
Spells Prepared (CL 11th):
6th—greater dispel magic, transport via plants
5th—commune with nature, stoneskin, tree stride
4th—air walk, flame strike (DC 20, x2), freedom of movement
3rd—call lightning (DC 19), contagion (DC 19), greater magic fangi, poison (DC 21), water breathing
2nd—animal messenger, barkskin (x2), bear’s endurance (x2), bull’s strength
1st—charm animal (DC 17, x2), faerie fire, longstrider, speak with animals (x3)
0—cure minor wounds (x2), detect magic, know direction, light, purify food and drink
TACTICS
Before Combat Mwana uses her metamagic rod (extend) and casts stoneskin, tree stride, and freedom of movement. She uses her 2 lesser metamagic rods (extend) and casts greater magic fang, barkskin, bear’s endurance, bull’s strength, and longstrider. She also casts speak with animals to efficiently communicate with her minions and air walk to enhance her mobility in combat.
During Combat Against competent enemies, Mwana prefers to keep as many minions between herself and her adversaries, remaining at a distance to call down fire and lightning. She will use the effects of airwalk and tree stride to keep her distance. Should she be forced into melee, she will wild shape into megaraptor form and engage. If she faces a challenging foe and victory is crucial, she will use her scroll of summon nature’s ally IX, though she is aware of the danger of mishaps.
Morale She will flee if her minions and animal companion are defeated or immobilized, if most of her buff spells are dispelled, or if she has taken more than 60 points of damage. She saves her transport via plants spell for just such an escape. If Mwana plans a subsequent attack on foes that have defeated her before, she will use her potions of blur, heroism, shield of faith, and displacement ahead of time.
Base Statistics If Mwana is caught without her buff spells, the following changes apply to her statistics.
AC 21, touch 10, flat-footed 21
(+6 armor [+5 from armor +1 enhancement], +0 Dex, + 5 natural [+5 racial])
hp 88 (2d8+11d8+26)
Fort +13 [+7 class +2 Con +4 resistance]
No longer under the effects of freedom of movement, no immunity to movement impairing magic, no DR.
Spd 20 ft. [30 ft. modified for medium armor], no longer has air walk, freedom of movement, or tree stride
Melee +1 longspear +10/+5 [+9/+4 bab +1 enhancement] (1d8+1) [+1 enhancement] and
bite +9 [+9 bab -0 for Improved Multiattack] (1d6) [1d6 for Improved Natural Attack (bite)] or
2 claws +9 [+9 bab] (1d4) and
bite +9 [+9 bab -0 for Improved Multiattack] (1d6) and [1d6 for Improved Natural Attack (bite)]
Str 10, Con 14
Grp +9 [+9 bab]
Skills Jump -1 [+5 ranks +4 racial -6 movement penalty -4 ACP], Swim +1 [+5 ranks +4 racial -8 ACP]
Languages no longer has speak with animals.
STATISTICS
Str 14, Dex 10, Con 18, Int 12, Wis 22, Cha 13 [Elite Array; +2 Str, +2 Con, -2 Int from race; +3 Wis from advancement, +4 Wis from periapt of wisdom, +4 Str from bull’s strength, +4 Con from bear’s endurance]
Base Atk +9/+4 [+1 humanoid hd +8/+3 druid levels]; Grp +11 [+9 bab +2 Str +0 size]
Feats Animal Affinity, Eschew Materials, Improved Multiattack, Improved Natural Attack (bite), Multiattack
Skills Balance +5 [+5 ranks +4 racial -4 ACP], Diplomacy +6 [+5 ranks +1 Cha], Handle Animal +14 [+5 ranks +1 Cha +2 Animal Affinity], Jump +7 [+5 ranks +2 Str +4 racial -4 ACP], Knowledge (nature) +16 [+11 ranks +1 Int +2 synergy from Survival +2 nature sense], Listen +11 [+5 ranks +6 Wis], Ride +4 [+2 Animal Affinity, +2 synergy from Handle Animals] Spellcraft +7 [+6 ranks +1 Int], Spot +11 [+5 ranks +6 Wis], Survival +19 [+11 ranks +6 Wis +2 nature sense] (+21 in above ground natural environments) [+2 conditional synergy from Knowledge (nature)], Swim +3 (+5 ranks +2 Str +4 racial -8 ACP].
Languages Aquan, Common, Draconic, Druidic; speak with animals, helm of comprehend languages and read magic
SQ animal companion, hold breath, nature sense, resist nature’s lure, trackless step, venom immunity, wild empathy +12 [+11 druid levels +1 Cha] (+8 magical beasts) [-4 conditional modifier], woodland stride
Combat Gear 2 elixirs of fire breath, 2 lesser metamagic rods (extend), metamagic rod (empower), metamagic rod (extend), 2 potions of blur, 2 potions of displacement, 2 potions of heroism, 2 potions of shield of faith +2, scroll of heal, scroll of summon nature’s ally IX, wand of cure light wounds (50 charges); Other Gear Cloak of resistance +4, diamond and granite dust worth 2000 gp (enough for 8 uses of the stoneskin spell), dust of tracelessness, handy haversack, helm of comprehend languages and read magic, periapt of wisdom +4, +1 wild dragonhide breastplate of acid resistance, +1 longspear.
SPECIAL ABILITIES
Animal Companion (Ex) Gar (deinonychus, 6 hd) is a loyal companion. If Mwana releases Gar from her service, she may gain a new companion by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.
Hold Breath (Ex) She can hold her breath for a number of rounds equal to four times her Constitution score before she risks drowning.
Nature Sense (Ex) Mwana gains a +2 bonus on Knowledge (nature) and Survival checks. This bonus has already been included.
Resist Nature’s Lure (Ex) She has a +4 bonus on saving throws against the spell-like abilities of fey.
Trackless Step (Ex) Mwana leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if she desires.
Venom Immunity (Ex) She is immune to all poisons.
Wild Empathy (Ex) Mwana can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. To use wild empathy, Mwana and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions.
Wild Shape (Su) Mwana has the ability to turn herself into any Tiny, Small, Medium, or Large animal and back again four times per day. Her options for new forms include all creatures with the animal type, so long as they don’t exceed 11 hit dice. The effect lasts for 11 hours, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time she uses wild shape, she regains 11 hp. Mwana often takes the form of a megaraptor in combat. When she does so, the following changes apply to her statistics.
Large size
Init +2 [+2 Dex]; Senses Listen +9, Spot +9
AC 28, touch 12, flat-footed 26
(+6 armor [+5 from wild armor +1 enhancement], +2 Dex, + 10 natural [+6 natural +4 enhancement barkskin])
Fort +14 [+7 class +7 Con], Ref +8 [+3 humanoid hd +3 class +2 Dex], Will +11 [+7 class +4 Wis]
Defensive Abilities she no longer has ring of counterspells or immunity to detect thoughts, discern lies, or magical attempts to discern alignment. She also no longer has resist acid 10.
Spd 70 ft. [60 ft. modified for longstrider]
Melee talons +16 [+9 bab +7 strength +1 enhancement -1 size] (2d6+8) [+7 strength +1 enhancement] and
2 foreclaws +16 [+9 bab +7 strength +1 enhancement -0 for Improved Multiattack -1 size] (1d4+4) [+7 strength x 0.5 for secondary natural attack +1 enhancement] and
bite +16 [+9 bab +7 strength +1 enhancement -0 for Improved Multiattack -1 size] (2d6+4) [2d6 for Improved Natural Attack (bite) + 7 strength x 0.5 for secondary natural attack +1 enhancement)
Space 10 ft.; Reach 5 ft.
Special Attacks she gains the pounce special attack.
Spells she cannot cast spells with verbal or somatic components in animal form.
Str 25 [21 + 4 for bull’s strength], Dex 15, Con 25 [21 + 4 for bear’s endurance], Wis 18 [loses the effects of the periapt of wisdom +4]
Grp +20 [+9 bab + 7 Str + 4 size]
Skills Balance +11 [+5 ranks +2 Dex +4 racial], Jump +32 [+5 ranks +7 Str +4 racial +16 movement bonus], Listen +9 [+5 ranks +4 Wis], Ride +6 [+2 Animal Affinity +2 Dex +2 synergy from Handle Animals], Spot +9 [+5 ranks +4 Wis], Survival +17 [+11 ranks +4 Wis +2 nature sense] (+19 in above ground natural environments) [+2 conditional synergy from Knowledge (nature)], Swim +16 [+5 ranks +7 Str +4 racial].
Languages Mwana cannot form intelligible words, but may understand languages normally.
Gear all of Mwana’s gear melds with her and becomes nonfunctional while she is wild shaped.
Woodland Stride (Ex) Mwana may move through any sort of undergrowth at her normal speed and without taking damage or suffering any other impairment. Woodland stride does not overcome thorns, briars, and overgrown areas that have been magically manipulated to impede motion.
DESCRIPTION
Manifestation and Mien
Before we could comprehend her terrible visage, her flesh melted and became all teeth, and claws, and death.
The scales of this supple creature glisten darkly, bound beneath oily black dragonhide. Her yellow slitted eyes reflect primeval pools of venom, aflame with madness and bloodlust. She moves with the sensual grace of a predator and speaks with the whispering sibilance of a viper.
Motivation and Method
A plague fell upon us, of poison, madness, and paranoia.
She has answered the dreaming call of the spirit of the swamp, giving birth to antediluvian horrors. She plans to one day lead her beloved children out of the swamp, to cleanse the world of the stagnant filth of civilization and return it to its lush primordial state.
To realize this goal, Mwana starts many subtle plots but has little patience to see them through. When she grows bored, she allows them to run their own wicked course. If she becomes frustrated, she unleashes the Slithering in a frenzy of thunderous rage upon her foes.
Minions and Machinations
I begged for mercy as their scaly limbs pinned me down on the edge of the ooze-covered pool. Something stirred in the greasy depths -- something hungry.
Mwana leads a tribe of lizardfolk who fervently serve the spirit of the swamp. They protect the swamp and its numinous spawning pools with unwavering zeal. They strike out from their primitive village to gather the fresh warm blood of sacrifice and awaken their queen’s sleeping children.
The swamp’s unfathomable will has claimed some of her lizardfolk tribesmen, infusing them with primal spirits. These new lycanthropes are able to shift between lizardfolk and dinosaur or crocodilian form. Mwana has sent many into nearby settlements to infect their leaders, transforming them into agents of the Slithering, craving the collapse of their own civilization.
She has awakened countless ancient beasts -- dinosaurs and giant crocodiles – stirring them from their eons of rest beneath the swamp. She calls upon them when she tires of her more slippery schemes.
Mwana uses the common reptilian inhabitants of her domain -- snakes, crocodiles, turtles, and lizards -- as guardians, spies, and venomous assassins.
She has discovered the overgrown ruins of an alien temple within her swamp, beneath which something truly horrible slumbers. Her agents travel to the ends of the earth, seeking the lore necessary to awaken this leviathan.
Malevolent Metaphor
The dreams of the swamp
Ancient and forgotten by men
Except in their fevered nightmares.
The Slithering returns.
Mwana represents the dissolution of civilization and a return to wild. She symbolizes our prehistoric fear of the fangs of the serpent, the claws of the beast, and the battering winds of the coming storm.