Druid: Sabrina (CR 19)

# Sabrina

Human druid 20

CN Medium humanoid (human)

Init +12; Senses Perception +33

Defense

AC 29, touch 21, flat-footed 23 (+8 armor, +5 deflection, +6 Dex)

hp 261 (20d8+140)

Fort +22, Ref +17, Will +27; +4 vs. fey and plant-targeted effects

DR 5/—

Offense

Speed 40 ft.

Melee unarmed strike +20/+15/+10 (1d3+5)

Special Attacks wild shape at will

Druid Spells Prepared (CL 20th; concentration +30)

9th—mass cure critical wounds, polar midnight[UM] (DC 29), regenerate, storm of vengeance (DC 30), tsunami[APG] (DC 30)

8th—mass cure serious wounds, earthquake, finger of death (DC 28), reverse gravity, stormbolts[APG] (DC 28)

7th—fire storm (DC 27), heal, rampart[APG], sunbeam (DC 27), true seeing

6th—antilife shell, mass bull's strength, greater dispel magic, fire seeds, move earth, wall of stone

5th—animal growth (DC 25), baleful polymorph (DC 25), control winds (DC 25), cure critical wounds, wall of fire, wall of thorns

4th—ball lightning[APG] (DC 24), dispel magic, echolocation[UM], flame strike (DC 24), freedom of movement, rusting grasp

3rd—call lightning (DC 23), cloak of winds[APG] (DC 23), daylight, greater magic fang, communal resist energy[UC], sleet storm

2nd—bear's endurance, burning gaze[APG] (DC 22), greater detect magic[UI], flaming sphere (DC 22), fog cloud, lesser restoration, soften earth and stone

1st—calm animals (DC 21), cure light wounds, entangle (DC 21), faerie fire, longstrider, magic fang, obscuring mist

0 (at will)—detect magic, guidance, mending, read magic

Statistics

Str 10, Dex 22, Con 21, Int 16, Wis 31, Cha 10

Base Atk +15; CMB +15; CMD 36

Feats Aspect of the Beast[APG], Combat Casting, Combat Reflexes, Extend Spell, Improved Initiative, Improved Unarmed Strike, Natural Spell, Quicken Spell, Spell Focus (conjuration), Spell Penetration, Toughness

Skills Acrobatics +6 (+10 to jump), Diplomacy +20, Handle Animal +23, Heal +23, Intimidate +20, Knowledge (nature) +28, Perception +33, Sense Motive +20, Spellcraft +26, Survival +27

Languages Abyssal, Celestial, Common, Druidic, Ignan

SQ a thousand faces, nature bond (lion named Leo the Lion), nature sense, timeless body, trackless step, wild empathy +20, woodland stride

Other Gear amulet of mighty fists +5, bag of holding iv, belt of physical might +6 (Dex, Con), boots of striding and springing, bracers of armor +8, cloak of resistance +5, headband of mental prowess +6 (Int, Wis), ring of evasion, ring of protection +5, tome of understanding +5, 48,000 gp

Special Abilities

A Thousand Faces (At will) (Su) Can change your appearance at will while in your normal form, as alter self.

Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.

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

Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.

Damage Reduction (5/-) You have Damage Reduction against all attacks.

Extend Spell Spell duration lasts twice as normal. +1 Level.

Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.

Natural Spell You can cast spells while in Wild Shape.

Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Quicken Spell Cast a spell as a swift action. +4 Levels.

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

Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.

Timeless Body (Mature) (Ex) You no longer take ability score penalties from aging.

Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.

Wild Empathy +20 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Wild Shape (20 hours, At will) (Su) Shapeshift into a different creature one or more times per day.

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

## Leo the Lion

Lion

N Large animal

Init +6; Senses low-light vision, scent; Perception +18

Defense

AC 41, touch 16, flat-footed 34 (+8 armor, +6 Dex, +1 dodge, +17 natural, -1 size)

hp 180 (16d8+112)

Fort +21, Ref +21, Will +13 (+4 morale bonus vs. enchantment effects)

Defensive Abilities improved evasion

Offense

Speed 40 ft.

Melee bite +27 (1d8+16 plus grab), 2 claws +28 (1d8+16)

Space 10 ft.; Reach 5 ft.

Special Attacks pounce, rake (2 claws +28, 1d8+16)

Statistics

Str 32, Dex 22, Con 22, Int 2, Wis 16, Cha 10

Base Atk +12; CMB +24 (+28 grapple); CMD 41 (45 vs. trip)

Feats Combat Reflexes, Dodge, Improved Natural Armor, Improved Natural Armor, Improved Natural Attack (claw), Power Attack, Toughness, Weapon Focus (claw)

Tricks Air Walk, Attack, Come, Defend, Down, Fetch, Fighting, Guard, Heel, Perform, Seek, Stay, Track, Work

Skills Acrobatics +10 (+14 to jump), Climb +15, Perception +18, Stealth +6, Swim +15

SQ air walk, come, defend, devotion, fetch, fighting, guard, heel, perform, seek, track, work

Other Gear amulet of mighty fists +5, belt of physical might +4 (Str, Con), bracers of armor +8, cloak of resistance +5, horseshoes of a zephyr

Special Abilities

Air Walk [Trick] The animal can be ridden through the air when affected by spells.

Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.

Come [Trick] The animal will come to you on command.

Defend [Trick] The animal will defend you.

Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.

Fetch [Trick] The animal will get a specific object.

Fighting [Trick] The animal has been trained to fight.

Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.

Guard [Trick] The animal stays in place and prevents others from approaching.

Heel [Trick] The animal will follow you.

Improved Evasion (Ex) No damage on successful reflex save; half on failed save.

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

Perform [Trick] The animal will perform tricks.

Pounce (Ex) You can make a full attack as part of a charge.

Power Attack -4/+8 You can subtract from your attack roll to add to your damage.

Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.

Track [Trick] The animal will track a scent.

Work [Trick] The animal pulls or pushes a medium or heavy load.

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