I’ve recently begun working on series of NPCs for a project. First up is Artrex, an undine druid. A creature born of water, she protects the primal swamps of the Black River delta. Always accompanied by FellGnaw, a massive Spinosaurus, Artrex is not afraid to respond to perceived threats with violence.
Artex The Foul
The water parts around the rising head of massive spinosaurus. Astride its back, sits a one-eyed woman with pale blue skin and webbed hands. Her eye twitches with malice.
Female Undine Druid (Undine Adept) 10
CN Medium outsider (aquatic, native)
Init +5; Senses darkvision 60 ft.; Perception +8
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 68 (10d8+20)
Fort +9, Ref +4, Will +11; +4 vs. the spell-like and supernatural abilities of outsiders or fey with the aquatic or water subtypes, and [water] spells
Resist cold 5
Speed 30 ft., swim 30 ft.
Special Attacks breath weapon, wild shape 3/day
Druid (Undine Adept) Spells Prepared (CL 10th; concentration +14):
5th—bitter vintage, insect plague
4th—control water, film of filth (DC 18), summon nature’s ally iv, summon nature’s ally iv (deinonychus or pteranodon only)
3rd—bite the hand (DC 17), blood scent, cresting waves (DC 17), nixie’s lure (DC 17)
2nd—chilling mist (DC 16), hold animal (DC 16), sea steed, summon nature’s ally ii, summon swarm
1st—faerie fire, marid’s mastery, obscuring mist, pressure spray (DC 15), whispering lore
0 (at will)—detect magic, drench (DC 14), sickening smell (DC 14), wooden club
Str 12, Dex 12, Con 14, Int 12, Wis 18, Cha 8
Base Atk +7; CMB +8; CMD 19
Feats Boon Companion, Elemental Spell, Improved Initiative, Natural Spell, Wild Speech
Skills Climb +5, Handle Animal +12, Knowledge (arcana) +4, Knowledge (dungeoneering) +10, Knowledge (geography) +10, Knowledge (history) +2, Knowledge (nature) +10, Knowledge (planes) +2, Knowledge (religion) +2, Linguistics +2, Perception +8, Ride +9, Spellcraft +5, Survival +10, Swim +20, Use Magic Device +4
Languages Aboleth, Auran, Boggard, Druidic, Elder Thing
SQ undine druid, amphibious, augment summoning, nature bonds (animal companion), resist water’s call, wild empathy +9
+2 on wild empathy checks against creatures with the aquatic subtype Add a +1 bonus on wild empathy checks to influence animals and magical beasts with the aquatic subtype.
Amphibious (Ex) You can survive indefinitely on land.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Augment Summoning (Su) Summoned creatures with the water subtype gain benefits of Augment Summoning.
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Breath Weapon (5-ft cone, 5d4 acid & sickened, Ref half & negates) (1/day) (DC 12) (Ooze Breath) Affect a cone or line with some magical effect.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Elemental Spell (Acid) You can cast a spell with half or all its damage type replaced with this feat’s damage type.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Natural Spell You can cast spells while in Wild Shape.
Resist Water’s Call (Su) +4 vs spell-like and Su abilities of aquatic outsiders & fey, and water spells & effects.
Share Spells with Companion (Ex) Can cast spells with a target of “you” on animal companion, as touch spells.
Swimming (30 feet) You have a Swim speed.
Wild Empathy +9 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (3/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Speech Speak while in wild shape
N Large animal
Init +7; Senses low-light vision; Perception +10
AC 24, touch 12, flat-footed 21 (+3 Dex, -1 size, +12 natural)
hp 85 (+45)
Fort +11, Ref +9, Will +4 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
Speed 30 ft., swim 20 ft.
Melee bite +15 (2d6+10) and 2 claws +15 (1d8+10)
Space 10 ft.; Reach 10 ft.
Str 30, Dex 16, Con 20, Int 2, Wis 13, Cha 3
Base Atk +6; CMB +17; CMD 30
Feats Improved Initiative, Improved Natural Armor, Improved Natural Attack (bite), Improved Natural Attack (claw), Multiattack, Spell Sponge
Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Get Help, Guard, Heel, Menace, Throw Rider
Skills Linguistics -3, Perception +10, Stealth +3, Swim +22
SQ attack any target, combat riding, devotion, get help, menace, multiattack / extra attack, throw rider
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Get Help [Trick] Attempts to bring back people it considers “help”
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Menace [Trick] Attempts to keep creature from moving.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Spell Sponge Double duration when master targets you with a harmless spell with a target of “you”.
Swimming (20 feet) You have a Swim speed.
Throw Rider [Trick] Attempts to throw creature riding it to ground.