Bitewater Troll Rockspeaker

BITEWATER TROLL ROCKSPEAKER 

CR 8

Male Ice Troll Humanoid 6 / Druid 6

NE Large humanoid (giant, cold)

Init +13; Senses Darkvision (60 ft.), Low-Light Vision, Perception +8,

DEFENSE
AC 28, touch 14, flat-footed 24 (+6 armor, +1 *Amulet of Natural Armor +1, +4 Dex, +1 deflection, +5 natural, -1 size, +3 shield, )

hp 198 (6d8)+(6d8)+102, Regeneration 5 (acid or fire)

Fort +18, Ref +13, Will +15

Immunities Cold,

Resistances Acid 10,

Weaknesses Vulnerability to Fire,

OFFENSE
Speed 60 ft.

Melee scimitar +1 (large) +16/+11 (1d8+8/15-20)

Melee bite +14 (1d6+7)

Melee claw +14/+14 (1d4+7)

Melee shield +1 (heavy/wooden/large/light fortification) +10/+5 (1d6+7)

Melee sickle +1 (large) +16/+11 (1d8+8)

Ranged dart +1 (large) +17/+12 (1d6+8)

Special Attacks Acid Dart (9/day), Rend (2 claws, 1d6+10 plus 2 Con damage), Spontaneous Casting,           Prepared Spells

Druid (CL 6th):

3rd - cure moderate wounds (DC 19), diminish plants , neutralize poison (DC 19)

2nd - forest friend, gust of wind (DC 18) , hold animal (DC 18) , soften earth and stone

1st - calm animals (2) (DC 17), charm animal (DC 17) , magic fang (DC 17)

0th - detect magic, guidance (DC 16) , mending (DC 16) , purify food and drink (DC 16)

STATISTICS
Str 25, Dex 29, Con 26, Int 9, Wis 22, Cha 8

Base Atk +8; CMB +16; CMD 36

Feats  Alertness, Improved Critical (Scimitar), Improved Initiative, Iron Will, Weapon Focus (Scimitar, Sickle)

Skills  Acrobatics +6, Appraise -1, Bluff -1, Climb +4, Craft (Untrained) -1, Diplomacy -1, Disguise -1, Escape Artist +6, Fly +4, Handle Animal +14, Heal +15, Intimidate -1, Knowledge (Nature) +10, Perception +8, Perform (Untrained) -1, Ride +6, Sense Motive +8, Stealth +2, Survival +8, Swim +4,

Languages Druidic, Giant

Archetypes  Swamp Druid,

SQ Darkvision, Earth, Low-Light Vision, Marshwight, Nature Sense, Orisons, Pond Scum, Regeneration 5 (acid or fire), Swamp Strider, Weapon and Armor Proficiency, Wild Empathy +5, Wild Shape, Wild Shape,

Possessions  phylactery of faithfulness;  helm of comprehend languages and read magic;  amulet of natural armor +1;  scimitar +1 (large);  ring of protection +1;  hide +2 (large);  horseshoes of speed;  shield +1 (heavy/wooden/large/light fortification);  scroll (stone shape);  scroll (see invisibility);  scroll (invisibility);  scroll (detect secret doors);  potion of protection from energy (cold);  potion of cure light wounds;  potion of bear's endurance;  sickle +1 (large);  dart +1 (large);

SPECIAL ABILITIES
Acid Dart (Sp)  You can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack.

Darkvision (Ex)  Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Earth Domain  You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.

Immunity to Cold (Ex)  You never take cold damage.

Low-Light Vision (Ex)  You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Marshwight (Ex)  At 2nd level, a swamp druid gains a bonus on Initiative checks and Knowledge (geography), Perception, Stealth, Swim, and Survival checks equal to 1/2 her druid level in swamp terrain, and she cannot be tracked in such an environment. This ability replaces woodland stride.

Nature Sense (Ex)  You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.

Orisons  You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Pond Scum (Ex)  At 4th level, a swamp druid gains a +4 bonus on saves against disease and the exceptional, supernatural, and spell-like abilities of monstrous humanoids. A swamp druid also gains DR/- equal to half her druid level against attacks by swarms. If this damage resistance prevents damage, the druid is unaffected by distraction or other special attacks of the swarm. This ability replaces resist nature's lure.

Regeneration (Ex)  You are difficult to kill.

Rend (Ex)  If you hit with two or more natural attacks in 1 round, you can cause tremendous damage (1d6+10) by latching onto the opponent's body and tearing flesh.

Resistance to Acid (Ex)  You may ignore 10 points of Acid damage each time you take acid damage.

Spontaneous Casting  You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower

Swamp Strider (Ex)  At 3rd level, a swamp druid suffers no penalty to speed or on Acrobatics or Stealth checks in bogs and undergrowth. This ability replaces trackless step.

Vulnerability to Fire (Ex)  You take half again as much (+50%) damage as normal from Fire, regardless of whether a saving throw is allowed, or if the save is a success or failure

Weapon and Armor Proficiency  Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones. A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Wild Empathy (Ex)  You can improve the attitude of an animal.

Wild Shape (Su)  A swamp druid gains this ability at 6th level, except that her effective druid level for the ability is equal to her druid level - 2.

Wild Shape (Su)  You can change shape 1 time / day for up to 4 hours You can change into any Small or Medium animal. When changing into an animal, this functions as Beast Shape I