Chavakuth
Chavakuth CR 11
Lizardfolk, Druid 10NE Medium Humanoid Ref (Reptilian)
Initiative 1d20-1 , Senses Listen +4, Spot +4
AC 24 FF 24 Touch 11 (-1 Dex, +5 natural)
hp 78 (12 HD)
Fort +9 Ref: +5 Will: +9
Speed 20ft
Melee Club 1d20+10 / 1d20+5 ( 1d6+2 /x2) and
Melee Bite 1d20+8 ( 1d4+1 /x2)
Ranged Javelin 1d20+7 ( 1d4+2 /19-20 x2)
Base Atk +8, Grp 10
Combat Gear Potion of cure light wounds, scroll of bless, scroll of sanctuary, wand of cure light wounds
Space/Reach 5 ft./5 ft.
Druid Spells 6/5/5/3/3/2 DC 12+ spell level, CL 10
5th - Wall of fire, baleful
4th - Dispel magic, ice storm, energy immunity
3rd - Call lightning, protection from energy, spike growth
2nd - Align fang, bark skin, bears endurance, fog cloud, resist energy
1st - Entangle, endure elements, lesser vigor, produce flame, camouflage
Cantrips - Detect Poion, light, guidance, cure minor wounds, cure minor wounds, create water
Abilities Str 14(+2)Dex 8(-1)Con 15(+2)Int 8(-1)Wis 15(+2)Cha 14(+2)
Feats Mulitattack, Scribe Scroll, Spell Focus (conjuration), Augment Summoning, Natural Spell, Energy Substitution (acid)
Skills Balance +5, Concentration +4, Craft(Alchemy) +1, Diplomacy +4, Handle Animal +4, Heal +4, Jump +8, Knowledge(Nature) +1, Listen +4, Profession +4, Ride +1, Spellcraft +1, Spot +4, Survival +4, Swim +8
Equipment scimitar, light crossbow, +1 hide armor, +1 heavy wooden shield, ring of protection +2, plus 2000g
Hold Breath(Ex): A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning. Racial Skill Bonuses(Ex): A lizardfolk has a +4 racial bonus to balance, jump and swim. (This bonus is included in the stat block) Animal Companion(Ex): A druid may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind. A 1st-level druid's companion is completely typical for its kind except as noted below. As a druid advances in level, the animal's power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished. A druid of 4th level or higher may select from alternative lists of animals. Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character's druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character's druid level and compare the result with the druid level entry on the table to determine the animal companion's powers. (If this adjustment would reduce the druid's effective level to 0 or lower, she can't have that animal as a companion.)
Class Level Bonus HD Natural Armor Adj. Str/Dex Adj. Bonus Tricks Special
1st-2nd +0 +0 +0 1 Link, share spells
3rd-5th +2 +2 +1 2 Evasion
6th-8th +4 +4 +2 3 Devotion
9th-11th +6 +6 +3 4 Multiattack
12th-14th +8 +8 +4 5 �
15th-17th +10 +10 +5 6 Improved evasion
18th-20th +12 +12 +6 7 �
Bonus Languages(Ex): A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race. A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet.
Nature Sense(Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Spontaneous Casting(Su): A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can "lose" a prepared spell in order to cast any summon nature's ally spell of the same level or lower. Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Wild Empathy(Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid 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. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
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. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion 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 abilities of fey.
Wild Shape(Su): At 5th 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 alternate form special ability, 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. Each time you use wild shape, you regain hit points as if you had rested for a night. Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet. The form chosen must be that of an animal the druid is familiar with. A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid. In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level. The new form's Hit Dice can't exceed the character's druid level. At 12th level, a druid becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A druid can't use this ability to take the form of a plant that isn't a creature.) At 16th level, a druid becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental's extraordinary, supernatural, and spell-like abilities. She also gains the elemental's feats for as long as she maintains the wild shape, but she retains her own creature type. At 18th level, a druid becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day. At 20th level, a druid may use this wild shape ability to change into a Huge elemental.
Venom Immunity(Ex): At 9th level, a druid gains immunity to all poisons.
Children