Nature’s Wrath (CR 13)

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May
07
Deus Ex  

The Setup:

Dezeverus the druid is enraged. A pack of hunters have entered his forest and killed the offspring and mate of his elk companion Caras. Feeling his and Caras’s grief has driven him a little bit mad. Normally  force for good in the area, Dezeverus succumbed to the temptation of revenge and set about to destroy the hunters, their camp, and anyone that stands in his way.

To aid him in his vendetta he has the unwavering aid of his companion Caras, the aid of his awakened Tree servant Larch, and his Treant friend summoned through the changestaff spell, Mossbrow. The druid has spent weeks scouting the camp of the hunters, watching their movements and waiting for the moment to strike. His goal is simple, to kill as many as he can and put the primal fear of the forest into any survivors. In preparation he’s cast Communal Stoneskin, Mass Bull’s Strength, and put a Greater Magic Fang on Caras.
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The PC’s are currently in the hunter’s camp either investigating some other occurrence, trading goods, or just passing through.

To start the attack, Dezeverus rides into combat on Caras wielding his spear while Larch and Mossbrow flank the camp from the sides. To add a bit more confusion to the fight, the druid casts Summon Nature’s Ally V and summoning either a Dire Lion, Large Elemental, or a Wooly rhinocerous, whichever seem would cause the most problems for the PC’s.

If attacked, Dezeverus attempts to Baleful Polymorph the attacker in to a rabbit or some other small woodland creature, to suffer the fate of the hunted.

Wanting word of the event to spread, he leaves at least one person alive to share their tale.

Dezeverus attacks until either him or Caras are at ¼ Hit points. The trees fight to the death.

Note: Both Larch and the Changestaff Treant are created from spells that Dezeverus have cast previously, this can be considered a Difficult CR 13 because of this or a moderate CR 14 encounter. If you wish to make the encounter more of a battle, you can add the hunters in defending themselves which will also lower the CR. 

Download Nature's Wrath - CR13 (184 downloads)

The Bad Guys:

Dezeverus the Wrathful

Dezeverus – CR 12

XP 19,200

Male human druid 13

CN Medium humanoid (human)

Init +1; Senses Perception +11

Defense

AC 20, touch 11, flat-footed 19 (+8 armor, +1 Dex, +1 natural)

hp 95 (13d8+39)

Fort +10, Ref +5, Will +13; +4 vs. fey and plant-targeted effects

DR 10/adamantine; Immune poison

Offense

Speed 30 ft. (20 ft. in armor)

Melee +2 spear +15/+10 (1d8+8/×3)

Special Attacks wild shape 5/day

Druid Spells Prepared (CL 13th; concentration +16)

7th—changestaff

6th—mass bull’s strength, communal stoneskinUC

5th—animal growth (DC 18), awaken (DC 18), baleful polymorph (DC 18)

4th—arboreal hammerUM, ball lightningAPG (DC 17), cure serious wounds, slowing mudACG (DC 17)

3rd—call lightning (DC 16), greater magic fang, neutralize poison, plant growth, water breathing

2nd—lesser restoration, soften earth and stone, spider climb, warp wood (DC 15), wilderness soldiersUC

1st—ant haulAPG (DC 14), detect animals or plants, obscuring mist, ray of sickeningUM (DC 14), stone shieldARG

0 (at will)—create water, detect magic, guidance, read magic

Statistics

Str 19, Dex 12, Con 14, Int 10, Wis 17, Cha 9

Base Atk +9; CMB +13; CMD 24

Feats Combat Casting, Iron Will, Mounted Combat, Natural Spell, Ride-by Attack, Self-sufficient, Spirited Charge, Trample

Skills Acrobatics -1 (-5 to jump), Craft (jewelry) +3, Diplomacy +4, Handle Animal +7, Heal +11, Knowledge (geography) +4, Knowledge (nature) +15, Linguistics +3, Perception +11, Ride +6, Sense Motive +8, Spellcraft +9, Stealth +2, Survival +15, Swim +9

Languages Common, Druidic

SQ a thousand faces, nature bond (elk named caras), nature sense, trackless step, wild empathy +12, woodland stride

Combat Gear potion of barkskin +2; Other Gear +2 ironwood breastplate, +2 spear, amulet of natural armor +1, backpack, belt pouch, blanket, feed (per day) (5), flint and steel, holly and mistletoe, mess kit, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin

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) You have a link with your Animal Companion.

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

Damage Reduction (10/adamantine) You have Damage Reduction against all except Adamantine attacks.

Immunity to Poison You are immune to poison.

Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.

Natural Spell You can cast spells while in Wild Shape.

Ride-By Attack You can move – attack – move when charging mounted.

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

Spirited Charge Double damage when making a mounted charge (triple with a lance).

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

Trample Your target may not try to avoid your mounted overruns.

Wild Empathy +12 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Wild Shape (13 hours, 5/day) (Su) Shapeshift into a different creature one or more times per day.

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

Caras - Elk Companion

Caras

Elk (Pathfinder RPG Bestiary 3 312)

N Large animal

Init +8; Senses low-light vision; Perception +11

Defense

AC 25, touch 13, flat-footed 21 (+4 Dex, +12 natural, -1 size)

hp 88 (+44)

Fort +13, Ref +11, Will +7 (+4 morale bonus vs. Enchantment spells and effects)

Defensive Abilities evasion; DR 10/adamantine

Offense

Speed 50 ft.

Melee gore +20 (2d6+12), 2 hooves +14 (1d4+4)

Space 10 ft.; Reach 5 ft.

Statistics

Str 29, Dex 19, Con 19, Int 2, Wis 15, Cha 5

Base Atk +8; CMB +18; CMD 32 (36 vs. trip)

Feats Great Fortitude, Improved Initiative, Improved Natural Armor, Improved Natural Attack (gore), Iron Will, Weapon Focus (gore)

Skills Acrobatics +8 (+16 to jump), Climb +13, Perception +11, Sense Motive +4, Survival +3

SQ devotion, multiattack / extra attack

Special Abilities

Damage Reduction (10/adamantine) You have Damage Reduction against all except Adamantine attacks.

Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.

Evasion (Ex) No damage on successful reflex save.

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

Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.

Larch - Awakened Tree

Larch (Awakened Tree) – CR 7

XP 3,200

Male animated object (huge) (Pathfinder RPG Bestiary 14)

N Huge construct

Init -2; Senses darkvision 60 ft., low-light vision; Perception -5

Defense

AC 15, touch 6, flat-footed 15 (-2 Dex, +9 natural, -2 size)

hp 78 (7d10+40)

Fort +2, Ref +0, Will -3

Defensive Abilities hardness 5; DR 10/adamantine; Immune construct traits

Offense

Speed 30 ft.

Melee 3 slams +17 (2d6+12 plus grab)

Space 15 ft.; Reach 15 ft.

Special Attacks constrict (2d6+12)

Statistics

Str 34, Dex 6, Con —, Int —, Wis 1, Cha 1

Base Atk +7; CMB +21 (+25 grapple); CMD 29

Ecology

Environment any

Organization solitary, pair, or group (3-12)

Treasure none

Special Abilities

Damage Reduction (10/adamantine) You have Damage Reduction against all except Adamantine attacks.

Darkvision (60 feet) You can see in the dark (black and white vision only).

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

Hardness 5 Subtract Hardness from damage done.

Immunity to Ability Damage Immunity to ability damage

Immunity to Ability Drain Immunity to ability drain

Immunity to Bleeds You are immune to bleeds.

Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.

Immunity to Disease You are immune to diseases.

Immunity to Energy Drain Immune to energy drain

Immunity to Exhausted You are immune to the exhausted condition.

Immunity to Fatigue You are immune to the fatigued condition.

Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.

Immunity to Nonlethal Damage You are immune to Nonlethal Damage

Immunity to Paralysis You are immune to paralysis.

Immunity to Poison You are immune to poison.

Immunity to Sleep You are immune to sleep effects.

Immunity to Stunning You are immune to being stunned.

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

Mossbrow the Treant

Treant (Mossbrow)    CR 8

XP 4,800

Male treant (Pathfinder RPG Bestiary 266)

NG Huge plant

Init -1; Senses low-light vision; Perception +12

Defense

AC 21, touch 7, flat-footed 21 (-1 Dex, +14 natural, -2 size)

hp 114 (12d8+60)

Fort +13, Ref +3, Will +9

DR 10/adamantine, 10/slashing; Immune mind-affecting effects, paralysis, poison, polymorph, sleep, stunning

Weaknesses vulnerable to fire

Offense

Speed 30 ft.

Melee 2 slams +19 (2d6+11/19-20)

Space 15 ft.; Reach 15 ft.

Special Attacks double damage against objects, rock throwing (180 ft.), trample (2d6+16, DC 27)

Statistics

Str 33, Dex 8, Con 21, Int 12, Wis 16, Cha 13

Base Atk +9; CMB +22 (+24 sunder); CMD 31 (33 vs. sunder)

Feats Alertness, Improved Critical (slam), Improved Sunder, Iron Will, Power Attack, Weapon Focus (slam)

Skills Diplomacy +9, Intimidate +9, Knowledge (nature) +9, Perception +12, Sense Motive +9, Stealth -9 (+7 in forests); Racial Modifiers +16 Stealth in forests

Languages Common, Sylvan, Treant; treespeech

SQ animate trees

Ecology

Environment any forest

Organization solitary or grove (2-7)

Treasure standard

Special Abilities

Animate Trees (Sp) A treant can animate any trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a tree to uproot itself, after which it moves at a speed of 10 feet and fights as a treant (although it has only one slam attack)

Damage Reduction (10/adamantine) You have Damage Reduction against all except Adamantine attacks.

Damage Reduction (10/slashing) You have Damage Reduction against all except Slashing attacks.

Double Damage Against Objects (Ex) If this creature makes a full attack against an object or structure, it deals double damage.

Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.

Immunity to Paralysis You are immune to paralysis.

Immunity to Poison You are immune to poison.

Immunity to Polymorph You are immune to Polymorph effects.

Immunity to Sleep You are immune to sleep effects.

Immunity to Stunning You are immune to being stunned.

Improved Sunder You don’t provoke attacks of opportunity when sundering.

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

Power Attack -3/+6 You can subtract from your attack roll to add to your damage.

Rock Throwing (180 feet) (Ex) You can throw big rocks. They hurt.

Treespeech (Ex) Members of this race have the ability to converse with plants as if subject to a continual speak with plants spell.

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

 

The Not-so Bad Guys:

Hunters (Jamison and Emil)

Hunter (Jamison, Emil)    CR 2

XP 600

Male human ranger 3

CE Medium humanoid (human)

Init +1; Senses Perception +7

Defense

AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)

hp 30 (3d10+9)

Fort +5, Ref +4, Will +2

Offense

Speed 30 ft.

Melee mwk handaxe +4 (1d6+3/×3) or

   mwk handaxe +0 (1d6+3/×3)

Ranged mwk heavy crossbow +5 (1d10/19-20)

Special Attacks combat style (two-weapon combat), favored enemy (animals +2)

Tactics

Before Combat If hunting an animal, the ranger drinks his potion of hide from animals.

During Combat The ranger sneaks close, then charges into melee. If his target is more powerful than expected, he retreats and drinks his potion of bull’s strength.

Statistics

Str 17, Dex 12, Con 14, Int 10, Wis 13, Cha 8

Base Atk +3; CMB +6; CMD 17

Feats Double Slice, Endurance, Quick Draw, Weapon Focus (handaxe)

Skills Climb +9, Intimidate +4, Knowledge (geography) +5, Knowledge (local) +2, Knowledge (nature) +6, Perception +7, Stealth +7, Survival +7

Languages Common

SQ favored terrain (forest +2), track +1, wild empathy +2

Combat Gear potion of bull’s strength, potion of cure light wounds (2), potion of hide from animals; Other Gear mwk studded leather, crossbow bolts (20), mwk handaxe, mwk handaxe, mwk heavy crossbow, 63 gp

Special Abilities

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

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

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

Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.

Track +1 Add the listed bonus to survival checks made to track.

Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

 

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