Esperavitari

Esperavitari, better known as the Dryad Queen is a powerful fey that lives in the heart of Darnforse.

Court
Esperavitari has a cast court known as the Seelie Court, an organization of fey that are not discreet in their existance as a whole, though they remain hidden in the forest watching for any would-be invaders. The Seelies are generally good-aligned but some of them have vile purpose, but are looked upon favorably, regardless.

Statistic Block
Esperavitari, the Queen of the Dryads      CR 37

XP 9,830,400

Dryad nature warden 6/ranger 16/Hierophant 9 (Pathfinder RPG Advanced Player's Guide 272, Pathfinder RPG Bestiary 116)

CG Medium fey

Init +29; Senses low-light vision; Perception +57

Aura sleep aura (DC 45)

Defense

AC 72, touch 51, flat-footed 50 (+19 deflection, +20 Dex, +2 dodge, +21 natural)

hp 792 (28 HD; 6d6+6d8+16d10+572); regeneration 25

Fort +33, Ref +45, Will +33

Defensive Abilities freedom of movement, hard to kill, immune to undeath, immunity to temporal magic, improved evasion, mystic harmony, mythic saving throws, poisonous blood (Moonberries), unstoppable; DR 30/epic, 5/cold iron; Immune aging, divine power damage, magic, swarm dam & effects, plant traits; Resist acid 20, cold 30, electricity 30

Weaknesses dependancy, tree dependent, vulnerable to fire

Offense

Speed 60 ft., wild stride

Melee 2 claws +28 (2d4+20)

Ranged fairylance +55/+50/+45/+40 (1d8+26/×3)

Special Attacks combat style (archery), favored enemies (fire outsiders +2, giants +6, humans +4, undead +2), heartwood colossus, mythic power (21/day, surge +1d10), quarry

Spell-Like Abilities (CL 6th; concentration +25)


 * Constant—speak with plants


 * At will—entangle (DC 42), tree shape, wood shape (1 lb. only) (DC 43)


 * 3/day—charm person (DC 42), deep slumber (DC 43), tree stride


 * 1/day—suggestion (DC 45)

Nature Warden Spell-Like Abilities (CL 0th; concentration +0)


 * At will—speak with animals (in favored terrain)


 * 1/day—speak with animals, wood shape (DC 43)


 * —woodforging

Druid Spells Prepared (CL 22nd; concentration +34)


 * 0 (at will)—create water, detect magic, know direction, mending

Ranger Spells Prepared (CL 13th; concentration +25)


 * 4th—find quarry[UC], find quarry[UC], terrain bond[UC], tree stride


 * 3rd—bloody claws[APG] (DC 37), instant enemy[APG], instant enemy[APG], venomous bolt[APG] (DC 37), venomous bolt[APG] (DC 37)


 * 2nd—allfood[APG] (DC 36), protective spirit[APG], ricochet shot[UC], ricochet shot[UC], wilderness soldiers[UC], wilderness soldiers[UC]


 * 1st—animal messenger, blend[ARG], blend[ARG], entangle (DC 35), gravity bow[APG], gravity bow[APG]

Statistics

Str 18, Dex 51, Con 34, Int 22, Wis 34, Cha 49

Base Atk +29; CMB +33; CMD 84

Feats Ability Focus (sleep aura), Ability Focus (suggestion), Animal Affinity, Animal SoulACG, Athletic, Bolstered ResilienceUC, Cartwheel DodgeUC, Combat Casting, Combat Expertise, Combat Reflexes, DodgeM, Dual PathM, Endurance, Far ShotM, Favored DefenseAPG, Favored Enemy SpellcastingACG, Green Faith AcolyteISWG, ManyshotM, Point-blank ShotM, Rapid Shot, Shot On The Run, Slayer's KnackUC, Toughness, Vermin HeartAPG, Weapon Focus (longbow), Worldwound Walker

Flaws Dependancy (Moonberries)

Skills Acrobatics +65 (+77 to jump), Appraise +8, Bluff +21, Climb +8, Craft (sculpture) +27 (+33 when affecting wood, and +2 circumstance bonus from masterwork tools), Diplomacy +21, Disguise +64, Escape Artist +59, Fly +31, Handle Animal +68, Heal +14, Intimidate +40, Knowledge (geography) +51, Knowledge (nature) +51, Perception +57, Ride +24, Sense Motive +35, Sleight of Hand +31, Spellcraft +27, Stealth +59, Survival +57, Swim +17, Use Magic Device +58

Languages Common, Elven, Garuda, Gnome, Sylvan, Treant, Undercommon; speak with plants

SQ amazing initiative, camouflage, companion bond, favored terrains (desert +4, forest +4, mountainous +2, water +2), force of will, hunter's bond (animal companion), immortal, natural empathy, recuperation, silverclaw, survivalist, swift tracker, track +8, tree meld, wild empathy +53, woodcraft, woodland stride

Other Gear fairylance (+3 Str), fortune's arrow, greater slaying arrow, greater slaying arrow

Special Abilities

Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).

Animal Companion Link (Ex) You have a link with your Animal Companion.

Animal Soul You can allow spls and eff that affect anim, anim comp and special mnts to affect you.

Bolstered Resilience Increase DR against a single attack

Camouflage (Ex) Can use the Stealth skill in favored terrain, even without cover/concealment.

Cartwheel Dodge With a successful evasion you may move half your speed

Claim the Price (Su) When enemy confirms critical on you, spend 2 power to  force enemy to act as you wish.

Combat Casting +4 to Concentration checks to cast while on the defensive.

Combat Expertise +/-8 Bonus to AC in exchange for an equal penalty to attack.

Combat Reflexes (21 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.

Companion Bond (Ex) Animal companion also benefits from master's favored terrain bonuses.

Damage Reduction (30/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).

Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks.

Dependancy (Moonberries) If you don't eat/drink the chosen thing you begin to lose your mythic abilities.

Display of Dexterity (Su) As a free action, use 1 power for +20 to a Dex skill or check.

Distant Barrage (Ex) As a swift action, use 1 power for ranged att (+9 bonus, ignore cover/conceal & bypass all DR).

Divine Source (2 domains) (Su) You can grant divine spells to those who follow your cause.

Dodge [Mythic] Use 1 power to gain a +10 dodge bonus against one attack.

Eldritch Breach (Su) Roll twice and take better roll  when dispelling or overcoming spell resistance.

Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.

Energy Resistance, Acid (20) You have the specified Energy Resistance against Acid attacks.

Energy Resistance, Cold (30) You have the specified Energy Resistance against Cold attacks.

Energy Resistance, Electricity (30) You have the specified Energy Resistance against Electricity attacks.

Far Shot [Mythic] Use 1 power to ignore range increment penalties until the end of your turn.

Farwalker (Sp) You can plane shift, using double your tier as your caster level.

Favored Defense: Favored Enemy (Giants) +3 You can add half your favored enemy bonus as a Dodge bonus to AC and CMD.

Favored Enemy (Fire Outsiders +2) (Ex) +2 to rolls vs. Favored Enemy (Fire Outsiders) foes.

Favored Enemy (Giants +6) (Ex) +6 to rolls vs. Favored Enemy (Giants) foes.

Favored Enemy (Humans +4) (Ex) +4 to rolls vs. Favored Enemy (Humans) foes.

Favored Enemy (Undead +2) (Ex) +2 to rolls vs. Favored Enemy (Undead) foes.

Favored Enemy Spellcasting (+2 DC, Favored Enemy [Fire Outsiders]) Add +2 DC to spells vs your selected enemy.

Favored Terrain (Desert +4) (Ex) +4 to rolls when in Favored Terrain (Desert).

Favored Terrain (Forest +4) (Ex) +4 to rolls when in Favored Terrain (Forest).

Favored Terrain (Mountain +2) (Ex) +2 to rolls when in Favored Terrain (Mountain).

Favored Terrain (Water +2) (Ex) +2 to rolls when in Favored Terrain (Water).

Flowers in Your Footsteps (Sp) Spend 1 power to radiate an aura of plant growth for 1 minute/tier.

Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.

Freedom of Movement (Ex) Constant effect and cannot be dispelled.

Green Faith Acolyte Your spells work more efficiently on plants

Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.

Heartwood Colossus (1/day) (Ex) The dryad queen has the power to call forth a massive treant towering over 100 feet high once per day but breathing life into the nearby trees and plant life as it twists around forming a massive biped-shaped plant behemoth. After it dies or is dismi

Immortal (Su) Ressurrect next day, unless killed by mythic foe's crit, or an epic weapon.

Immune to Undeath (Ex) You cannot become undead, spells/effects that would make you undead have no effect.

Immunity to Aging You are immune to aging effects.

Immunity to Divine Power You are immune to divine power damage (for example, the non-fire damage of a flame strike spell).

Immunity to Magic You are immune to magic effects.

Immunity to Swarms Immune to swarm damage and effects.

Immunity to Temporal Magic (Ex) You are immune to all time-related spells and effects (including time stop, temporal stasis, and the like).

Impossible Speed (+90 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour.

Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.

Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.

Longevity (Su) You don't take penalties to physical ability scores due to aging.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Manyshot [Mythic] When using Manyshot, your second shot also fires 2 arrows.

Mystic Harmony (Su) Gain an AC bonus of half the land's bonus while in favored terrain.

Mythic Power (21/day, Surge +1d10) Use this power to perform your mythic abilities.

Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.

Natural Empathy (Favored Terrain, Magical Beasts) (Ex) Add favored terrain bonus to wild empathy, can demoralize with it, and expand types affected.

Point-Blank Shot [Mythic] As a swift action, use 1 power to add half your tier to Point-blank shot.

Poisonous Blood (Ex) Creatures that confirm a critical hit against you in melee are sprayed with poison.

Quarry (Ex) +2 to hit and other bonuses vs. designated quarry.

Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.

Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.

Regeneration 25 (Heartwood) Heal HP quickly and cannot die.

Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.

Shot On The Run When attacking with a ranged weapon, you can move - attack - move.

Silverclaw (DR 6/silver) (Su) Animal companion and summons gain DR and natural attacks bypass DR as silver.

Slayer's Knack (Favored Enemy [Humans +4] [Ex]) Double the threat range of all weapons against one favored enemy

Sleep Aura (DC 45) (Su) The dryad queen radiates a 20-foot-radius spread that puts creatures to sleep. Any creature in the area must succeed on a DC 45 Will save or fall asleep, as if affected by a sleep spell (caster level 8th). There is no limit to the number of Hit Dice that this can affect.

Surge (1d10) (Su) Use 1 power to increase any d20 roll by the listed amount.

Survivalist (no penalties) (Ex) Take no penalty from using an improvised weapon/tool.

Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.

Track +8 Add the listed bonus to survival checks made to track.

Tree Dependent (Su) Sicken and die if more than 900 ft from bonded tree. 24 hr ritual attunes to new tree.

Tree Meld (Su) Can meld into a tree as meld into stone but with unlimited duration.

Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.

Vermin Heart Wild Empathy & spells that target animals may be used on Vermin.

Vulnerable to Fire You are vulnerable (+50% damage) to Fire damage.

Wild Empathy +53 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Wild Stride (Ex) Natural hazards in favored terrains don't harm/slow you or animal companion.

Woodcraft (Ex) +6 to Craft checks involving wood, and treated as having masterwork tools for it.

Woodforging (Sp) Treat items made with wood shape as masterwork and ironwood, and can enchant them.

Woodland Stride (Ex) Move through undergrowth at normal speed.

Worldwound Walker Can be considered neutral if affected by spells/effects that act different based on alignment.

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