All

Alchemist | Antipaladin | Arcanist | Barbarian | Bard | Bloodrager | Brawler | Cavalier | Cleric | Druid | Fighter | Gunslinger | Hunter | Inquisitor | Investigator | Magus | Monk | Ninja | Oracle | Paladin | Ranger | Rogue | Samurai | Shaman | Skald | Slayer | Sorcerer | Summoner | Swashbuckler | Warpriest | Witch | Wizard

Adept | Aristocrat | Commoner | Expert | Warrior


Mud Shaman

Mud Shaman CR 8

Source NPC Codex pg. 68
XP 4,800
Human druid 9
CN Medium humanoid (human)
Init +0; Senses Perception +13

Defense

AC 22, touch 10, flat-footed 22 (+7 armor, +3 natural, +2 shield)
hp 69 (9d8+25)
Fort +8, Ref +5, Will +11; +4 vs. fey and plant-targeted effects
Immune poison; Resist acid 10

Offense

Speed 20 ft.
Melee mwk club +10/+5 (1d6+3)
Ranged mwk shortspear +7/+2 (1d6+3)
Special Attacks wild shape 3/day
Spell-Like Abilities (CL 9th; concentration +14)
8/day—acid dart
Druid Spells Prepared (CL 9th; concentration +14)
5th—animal growth (DC 20), stoneskin, wall of stoneD
4th—dispel magic, freedom of movement, giant vermin, spike stonesD (DC 19)
3rd—greater magic fang (3), spike growth (DC 18), stone shapeD
2nd—barkskin (2), bull’s strength (2), fog cloud, soften earth and stoneD
1st—cure light wounds (2), faerie fire (2), magic stoneD, shillelagh, speak with animals
0 (at will)—create water, guidance, know direction, light
D Domain spell; Domain Earth

Tactics

Before Combat The druid casts barkskin and bull’s strength.
During Combat The druid casts wall of stone between his opponents to separate them. On the following rounds, he spontaneously casts summoning spells, bolstering summoned creatures with greater magic fang. He eventually wild shapes into a stegosaurus to enter melee.
Base Statistics Without barkskin and bull’s strength, the druid’s statistics are AC 19, touch 10, flat-footed 19; Melee mwk club +8/+3 (1d6+1); Ranged mwk shortspear +7/+2 (1d6+1); Str 13; CMB +7; CMD 17; Skills Swim +4.

Statistics

Str 17, Dex 10, Con 14, Int 8, Wis 20, Cha 13
Base Atk +6; CMB +9; CMD 19
Feats Augment Summoning, Lightning Reflexes, Lunge, Power Attack, Spell Focus (conjuration), Vital Strike
Skills Craft (woodworking) +6, Fly +4, Handle Animal +6, Knowledge (geography) +5, Knowledge (nature) +9, Perception +13, Spellcraft +4, Survival +18, Swim +6
Languages Common
SQ nature bond (Earth domain), nature sense, trackless step, wild empathy +10, woodland stride
Combat Gear potion of cure serious wounds, scroll of lesser restoration, scroll of protection from energy, scroll of wall of fire; Other Gear +1 dragonhide breastplate, masterwork heavy wooden shield, masterwork club, masterwork shortspears (3), headband of inspired wisdom +2, holly and mistletoe, spell component pouch, 60 gp

Stalking through boiling and sometimes acidic mud pits, these druids have caustic personalities and abilities.

Kiro

Kiro, the mud shaman of a remote tribe, sees outsiders as a threat to his culture and people. He acquired a green dragonhide breastplate years ago from a trader, but keeps it hidden under cloaks and wraps, ashamed that he had to buy it rather than earn it through combat.

Combat Encounters: Kiro uses mud pits as traps to entangle his enemies.

Roleplaying Suggestions: A stubborn xenophobe, Kiro does not like speaking with those who are not of his tribe.