Desert Hermit
This weathered-looking desert dweller is dressed from head to toe in tan, loose-fitting robes.
Desert Hermit (CR 8)
Human Druid 9Medium Humanoid (Human)
Alignment: Neutral
Initiative: +3
Senses: Perception +15
Speed: 30 feet
Space: 5 feet
Defense
Armor Class: 18, touch 15, flat-footed 14 (+3 armor, +1 deflection, +3 Dex, +1 dodge)Hit Points: 80 (9d8+36)
Saving Throws: Fort +8, Ref +6, Will +11; +4 vs. fey and plant-targeted effects
heat shimmer (6 rounds, DC 17)
Immunity: poison
Offense
Melee: mwk scimitar +9/+4 (1d6+2/18-20)Reach: 5 feet
Ranged: sling +9 (1d4+2)
Special Attacks: wild shape 3/day
Spell-Like Abilities (CL 9th):
- 1/day- Planar Ally, Lesser (janni only)
Druid Spells Prepared (CL 9th, Concentration +12):
- 5th - Control Winds (DC 19), Transmute Rock to Mud (create loose sand instead of mud, DC 19)
- 4th - Giant Vermin, Hallucinatory Terrain (DC 17), Vermin Shape II
- 3rd - Burrow, Cup Of Dust, D (DC 17), Magic Fang, Greater, Neutralize Poison, Spit Venom (DC 17)
- 2nd - Barkskin, Elemental Speech, Pernicious Poison, Resist Energy, Shifting Sand, D (DC 16), Summon Swarm
- 1st - Alter Winds (DC 15), Cloak of Shade, D, Faerie Fire, Feather Step, Longstrider, Speak with Animals 0 (at will)-Create Water, Detect Poison, Light, Virtue
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
14 (+2) | 16 (+3) | 14 (+2) | 10 (+0) | 16 (+3) | 8 (-1) |
CMB +8
CMD 23
Feats: Combat Casting, Dodge, Iron Will, Natural Spell, Spell Focus (transmutation), Toughness
Skills: Fly +15, Knowledge (nature) +14, Perception +15, Stealth +12, Survival +17
Languages: Common, Druidic, Osiriani
Special Qualities: nature bond (Desert domain), nature sense, trackless step, wild empathy +8, woodland stride
Special Abilities
NONEEcology
Environment: Any , OsirionOrganization: solitary
Treasure: NPC gear (+1 leather armor, mwk scimitar, sling with 10 bullets, belt of incredible dexterity +2, campfire bead, ring of protection +1, wand of cure moderate wounds [16 charges], wand of endure elements [20 charges], 40 gp)
A desert hermit seeks the solitude in the windswept wastes for two chief reasons. First, the hermit finds that isolation allows him to more easily experience nature's harsh beauty and raw power, which he seeks to emulate.
Second, the wide open spaces provide the hermit with the freedom to experience the world without interference from human society, which is trapped in meaningless competitions to get ahead in a race toward an unhappy death plagued by debt, troublesome relationships, and arbitrary expectations enforced by shame, discrimination, and even violence.
Desert hermits are often defensive and suspicious when interrupted by outsiders. They rarely form druid circles, preferring true isolation. Those who forgo their connection to the desert in favor of a bestial ally tend to select camels, cobras, jackals, and vultures.
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