Larkspur stat block

LARKSPUR

Larkspur is a tall, deceptively frail-looking undine with lightly scaled blue skin, striking green eyes, and long black hair that she usually keeps braided.

LARKSPUR (CR 9*)

XP 6,400

Female undine druid 9

CN Medium outsider (aquatic, native)

Init +3; Senses darkvision 60 ft.; Perception +14

Defense

AC 19, touch 13, flat-footed 18 (+4 armor, +1 deflection, +1 Dex, +1 insight, +1 natural, +1 shield)

hp 82 (9d8+31) [includes +4 favored class bonus]; hydrated vitality (fast healing 2 while submerged in natural water, up to 18 hp/day)

Fort +9, Ref +4, Will +9

Defensive Abilities resist nature's lure (+4 vs. spell-like and supernatural abilities of fey); Immune poison; Resist cold 5

Offense

Speed 30 ft., swim 40 ft.

Melee +1 returning shortspear +5/+0 (1d6-1) or dagger +7/+2 (1d4-2/19-20)

Ranged +1 returning shortspear +8 (1d6-1) or dagger +7 (1d4-2/19-20)

Special Attacks spontaneous casting (summon nature's ally)

Druid Spells Prepared (CL 9th; concentration +12)

5th--animal growth

4th--freedom of movement, [+1 TBD]

3rd--aqueous orb (DC 16) [APG 202], call lightning (DC 16), cure moderate wounds, water breathing

2nd--fog cloud, slipstream, steal breath (DC 15) [Advanced Race Guide 95], stone call, [+1 TBD]

1st--alter liquid, commune with birds [Advanced Race Guide 167]. mudball (DC 14) [Advanced Race Guide 119], scurvy (DC 14) [FCOA 455], windy escape [Advanced Race Guide 167]

0--create water, detect magic, mending, purify food and drink

Statistics

Str 6, Dex 12, Con 16, Int 10, Wis 17, Cha 16

Base Atk +6; CMB +4; CMD 16

Feats Alertness, Aquatic Ancestry [Advanced Race Guide 177], Natural Spell, Water-Skinned [Advanced Race Guide 178], Weapon Finesse

Skills Climb +2 [1], Craft (alchemy) +4 (+5 portable lab) [1], Fly +5 [1], Handle Animal +8 [2], Heal +8 [2], Knowledge (geography) +4 [1], Knowledge (local) +5 [1], Knowledge (nature) +11 [6], Perception +14 [6], Profession (fisher) +7 (+9 mwk) [1], Profession (sailor) +7 [1], Sense Motive +5 [0], Survival +17 [9], Swim +17 [8]; Racial Modifiers +8 Swim

Languages Aquan, Common, Druidic

Traits Adopted (humans), Reactionary, World Traveler (Knowledge [local])

SQ amphibious, nature bond (animal companion: Atoll, crocodile), nature sense, trackless step, wild empathy +11, wild shape 3/day (7 hours; Tiny-Large animal as beast shape II or Small elemental as elemental body I), woodland stride

Combat Gear divine scrolls (aqueous orb, hydraulic push, touch of the sea), potion of cure light wounds, wand of cure light wounds (2; 50 charges each); Other Gear glamered wooden armor +1, darkwood light wooden shield, +1 returning shortspear, dagger, amulet of natural armor +1, handy haversack, ioun stone (dusty rose prism [+1 insight bonus to AC]), muleback cords, ring of protection +1, holly and mistletoe, spell component pouch, explorer's outfit; In Handy Haversack alchemist's kindness (20), animal feed (5 days), backpack (2), bedroll, belt pouch (2), blanket, clay mug, common waffle iron, compass, fishhook (2), mwk fishing pole, flint and steel (2), iron pot, mess kit, portable alchemist's lab, sewing needle, signal whistle, soap, string (50 ft.), torches (10), thread (50 ft.), trail rations (17 days), waterskin, whetstone, [4,143 gp, 11 sp]

*Winds of Freeport PCs use the High Fantasy purchase method for ability scores, so have a CR equal to their HD.

[Favored class: druid, +4 hp, +5 skill points]

Atoll

Female crocodile animal companion (totem guide) (Animal Archive 21)

N Medium animal

Init +7; Senses low-light vision; Perception +5

Defense

AC 23, touch 13, flat-footed 20 (+3 Dex, +10 natural)

hp 53 (8d8+16)

Fort +8, Ref +9, Will +3

Offense

Speed 20 ft., swim 30 ft.; sprint (double land speed for 1 round, 1/minute)

Melee bite +11 (1d8+5 plus grab) or tail slap +11 (3d6+5)

Special Attacks death roll (inflict bite damage and knock smaller creature prone on successful grapple check), spiritual guidance (while adjacent, master can spontaneously cast detect animals or plants [1st], augury [2nd], helping hand [3rd], or divination [4th])

Spell-like Abilities (CL 8th, concentration +9)

At will--guidance (self or master only, full-round action)

Statistics

Str 20, Dex 17, Con 15, Int 1, Wis 12, Cha 2

Base Atk +6; CMB +11; CMD 24 (28 vs. trip)

Feats Athletic, Blind-Fight, Eldritch Claws[B] [APG 158], Improved Initiative, Improved Natural Attack (tail slap)

Skills Acrobatics +7 [1], Climb +12 [2], Fly +7 [1], Perception +5 [1], Stealth +7 [1], Swim +11 [1]

Languages beast speech (with master and crocodiles)

SQ hold breath (60 rounds), link, share spells, tricks (attack, defend, down, fetch, flank, guard, heel)

Gear amulet of mighty fists +0 (thundering)

When under the effects of animal growth, Atoll's statistics change as follows:

N Large animal

Init +6

AC 23, touch 11, flat-footed 21 (+2 Dex, +12 natural, -1 size)

hp add 16

Fort +10, Ref +8

Melee bite +14 (2d6+9 plus grab) or tail slap +14 (4d6+9)

Space 10 ft.; Reach 5 ft.

Str 28, Dex 15, Con 19

CMB +16; CMD 28 (32 vs. trip)

Skills Acrobatics +6, Climb +16, Fly +4, Stealth +2, Swim +15

SQ hold breath (68 rounds)