Bestiary‎ > ‎NPCs‎ > ‎NPCs (CR 5)‎ > ‎

Shadow Druid (Human Druid 6)

Shadow Druid CR 5
XP 3,200
Female human druid 6
NE Medium humanoid (human)
Init +1; Senses Perception +13


AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 27 (6d8)
Fort +5, Ref +3, Will +9
Defensive Abilities resist nature’s lure


Speed 30 ft.
Melee scimitar +3 (1d6–1/18–20)
Ranged sling +5 (1d4–1)
Special Attacks wild shape 2/day
Spells Prepared (CL 6th; concentration +10)
3rd—call lightning (DC 17), invisibility, poison (DC 17)
2nd—barkskin, chill touch (DC 16), gust of wind (DC 16), summon swarm
1st—cure light wounds, entangle (DC 15), magic stone, touch of fatigue (DC 15)
0 (at will)—detect magic, disrupt undead, guidance, ray of frost

Before Combat She summons animals (preferring bats and snakes) just before battle to outnumber and overwhelm her opponents.
During Combat She prefers to stay out of direct combat, hiding either invisibly or in animal form, Summoning creatures to eliminate foes.
Morale She flees if in serious danger, preferably by becoming invisible or using wild shape to become a bat.


Str 8, Dex 12, Con 10, Int 14, Wis 18, Cha 13
Base Atk
+4; CMB +3; CMD 14
Feats Alertness,
Augment Summoning, Natural Spell, Shade (see below)
Skills Bluff +3, Diplomacy +4, Disguise +3, Fly +5, Handle Animal +10, Heal +10, Knowledge (Arcana) +3, Knowledge (dungeoneering) +3, Knowledge (geography) +6, Knowledge (history) +4, Knowledge (local) +3, Knowledge (nature) +11, Knowledge (nobility) +3, Knowledge (religion) +5, Perception +13, Sense Motive +8, Stealth +1, Survival +15, Swim +1
Common, Druidic, Shadowtongue, +1 additional
SQ nature bond (owl companion), nature sense, trackless step, wild empathy +7, woodland stride
Combat Gear potion of cure serious wounds, scroll of ice storm, wand of chill metal (10 charges), goodberries (8); Other Gear +1 hide armor, scimitar, sling with 10 bullets, pearl of power (1st level), shade token 120 gp



The Shade feat is only available to a sect of albino druids allied with the shadow church; this feat adds unusual spells to the druid’s spell list, removes all fire spells from it, and requires a shade token (an effigy made of hair, twigs, and blood that counts as an unholy symbol).