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    Hermit (Human Druid 7)


    Hermit CR 6

    XP 2,400
    Human druid 7
    N Medium humanoid
    Init +0; Senses Perception +10

    DEFENSE

    AC 11, touch 10, flat-footed 11 (+1 armor)
    hp 38 (7d8+7)
    Fort +7, Ref +3, Will +10; +4 vs. fey and plant–targeted effects
    Defensive Abilities resist nature’s lure

    OFFENSE

    Speed 30 ft.
    Melee quarterstaff +4 (1d6–1)
    Special Attacks wild shape 2/day

    Druid Spells Prepared (CL 7th; concentration +11)

    4thair walk, flame strike (DC 18)
    3rdcall lightning (DC 18), speak with plants, stone shape
    2nd
    flaming sphere (DC 18), hold animal (DC 18), resist energy, tree shape
    1stcure light wounds, endure elements, hide from animals, longstrider, produce flame
    0 (at will)
    ——create water, guidance, mending, purify food and drink

    STATISTICS

    Str 8, Dex 10, Con 13, Int 14, Wis 18, Cha 12
    Base Atk +5; CMB +4; CMD 14
    Feats Blind-Fight, Combat Casting, Craft Wand, Natural Spell, Self-Sufficient
    Skills Fly +10, Handle Animal +11, Heal +18, Knowledge (dungeoneering) +5, Knowledge (geography) +10, Knowledge (nature) +12, Linguistics +5, Perception +10, Profession (gardener) +10, Profession (herbalist) +10, Spellcraft +6, Survival +18, Swim +4
    Languages Aquan, Auran, Common, Ignan, Sylvan, Terran
    SQ nature bond (owl animal companion), nature sense, trackless step, wild empathy +8, woodland stride
    Combat Gear wands of cure light wounds, detect animals or plants, faerie fire, lesser lesser restoration, speak with animals (50 charges each); Other Gear quarterstaff, bracers of armor +1, cloak of resistance +1, antitoxin (2) healer's kit, wooden holy symbol
    Boon A hermit can offer healing, food, and shelter for up to a week. A hermit can also arrange a meeting with a sentient creature or wilderness NPC with a +5 bonus on related Diplomacy checks due to the hermit’s reputation.