Children of The Ice Princess and Gulgamanth
Female Half Brownie – Half White Dragon
13th Druid (Winter Warden)

 

Tiny Dragon

Hit Dice:

13d10 + 52 (124 hp)

Initiative:

+8 (+4 Dex, +4 Imp. Initiative)

Speed:

20 ft. (4 squares), fly 60 ft. (good)

Armor Class:

30 (+2 size, +4 Dex, +5 armor, +3 shield, +5 natural, +1 deflection), touch 17, flat-footed 26

Base Attack/Grapple:

+9/-2

Attack:

+1 Dagger +13 melee (1d4+2/19–20) or composite shortbow +15 ranged (1d4+1/x3) or Bite +12 (1d3+1)

Full Attack:

+1 Dagger +13/+8 melee (1d4+2/19–20) and bite +7 (1d3+1) or composite shortbow +15/+10 ranged (1d4+1/x3) or bite +12 (1d3+1) and claw +7 (1d2+1)

Space/Reach:

2 ˝ ft./0 ft.

Special Attacks:

Spell-like abilities, spells, dreaming, breath weapon (6d8 cone of cold 30', Ref DC 23 for half)

Special Qualities:

Spell resistance 25, animal companion, nature sense, wild empathy, cold casting, drift stride, trackless step, ice stride, wild shape (5/day, huge), immunity to cold, darkvision 60 ft., low-light vision

Saves:

Fort +1, Ref +6, Will +3

Abilities:

Str 13, Dex 18, Con 19, Int 14, Wis 20 (22), Cha 18

Skills:

Concentration +19, Craft (Any One) +3, Escape Artist +7, Handle Animal +19, Heal +21, Hide +15, Jump +5, Listen +6, Perform (dance, melody, plus any other one) +6, Search +3, Spot +20, Survival +18

Feats:

Improved Initiative, Combat Casting, Natural Spell, Fast Wild Shape, Proportionate Wild Shape

Environment:

Artic wilderness

Organization:

Gang (2–4), band (6–11), or tribe (20–80)

Challenge Rating:

15

Treasure:

No coins; 50% goods; 50% items

Alignment:

Chaotic Evil

Advancement:

1–3 HD (Tiny)

 

 

The Ice Princess and Gulgamanth produced two children.  While rarely seen, they appear to be diminutive elves (slightly under 2 feet tall), with sharp features and long, pointed noses.  They have dragon wings and a crest.  Their skin is white and leathery.  Spikes poke out of the backs of their elbows, and long claws tip the ends of their fingertips.  They both view themselves as blizzards, great tests that winter has sent to the world in corporeal form to ensure that only the most hale or well prepared survive.

Combat

Spell-Like Abilities: 1/day—lesser confusion (DC 14), dancing lights, prestidigitation, silent image, ventriloquism, wall of ice. Caster level 16th. The save DCs are Charisma-based.


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).

Possessions: +2 Hide armor, +1 heavy wooden shield, amulet of natural armor +1, ring of protection +1, +1 dagger, periapt of wisdom +2, rod of silent Metamagic, Druid's vestment, golem bane scarab (stone), rod of lesser silent Metamagic

Spells:

 

Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. Chaotic, Evil, Good, and Lawful Spells: A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Bonus Languages: A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids.

Druidic has its own alphabet.

Animal Companion (Ex): A druid may begin play with an animal companion. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind.  Her animal companion is a polar bear.

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

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.

Wild Shape (Su): At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity.

The form chosen must be that of an animal the druid is familiar with.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid. In addition, she gains the ability to take the shape of a Large animal at 8th level, , a Tiny animal at 11th level, and a Huge animal at 15th level.

The new form’s Hit Dice can’t exceed the character’s druid level.

At 12th level, a druid becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A druid can’t use this ability to take the form of a plant that isn’t a creature.)

At 16th level, a druid becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental’s extraordinary, supernatural, and spell-like abilities. She also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type.

At 18th level, a druid becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day. At 20th level, a druid may use this wild shape ability to change into a Huge elemental.

Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.

A Thousand Faces (Su): At 13th level, a druid gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.

Dreaming (Sp): A dreaded power that can sap a man's will and leave him a wasted, lifeless husk, the dreaming is a bizarre offshoot of fey magic, a shared hallucination, a set of illusions that deeply immerse those caught within them in a fantasy world, an entrancing mirage that leaves the non-fey victims drooling, senseless idiots. Will DC 26, or the character counts as stunned.  Can be used 3/day.