Working on making some Huldr Folk.
Advanced Nymph (Druid 4) Nymph
Size/Type: Medium Fey
Hit Dice: 6d6 +4d8 +10 (49 hp)
Initiative: +3
Speed: 30 ft. (6 squares), swim 20 ft.
Armor Class: 17 (+3 Dex, +4 deflection), touch 17, flat-footed 14
BAB/Grapple: +6/+6
Attack: Dagger +9 melee (1d4/19-20)
Full Attack: Dagger +9 melee (1d4/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blinding beauty, spells, spell-like abilities, stunning glance; spontaneous casting
Special Qualities: Damage reduction 10/cold iron, low-light vision, unearthly grace, wild empathy; animal companion, nature sense, wild empathy, woodland stride, trackless step, resist nature's lure.
Saves: Fort +11, Ref +13, Will +16
Abilities: Str 10, Dex 17, Con 12, Int 16, Wis 17, Cha 19
Skills: Concentration +10, Diplomacy +6, Escape Artist +12, Handle Animal +13, Heal +12, Hide +12, Listen +12, Move Silently +12, Ride +5, Sense Motive +12, Spot +12, Survival +5, Swim +8, Use Rope +3 (+5 with bindings); 28 skill points
Feats: Combat Casting, Dodge, Weapon Finesse
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 11
Treasure: Standard
Alignment: Usually chaotic good
Advancement: 7-12 HD (Medium)
Level Adjustment: +7
A nymph is about the height and weight of a female elf.
Nymphs speak Sylvan and Common.
Combat
Blinding Beauty (Su): This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 17 Fortitude save or be blinded permanently as though by the blindness spell. A nymph can suppress or resume this ability as a free action.
The save DC is Charisma-based.
Spell-Like Abilities:
1/day—dimension door. Caster level 11th.
Spells: A nymph casts divine spells as a 11th-level druid.
Typical Druid Spells Prepared (6/5/4/3/1, save DC 13 + spell level)
0—cure minor wounds, detect magic, flare, guidance, light, resistance;
1st—calm animals, cure light wounds, entangle, longstrider, speak with animals, ?;
2nd—barkskin, heat metal, lesser restoration, tree shape, ?;
3rd— call lightning, cure moderate wounds, protection from energy, ?, ?;
4th—rusting grasp, ?, ?;
5th—?, ?;
6th—?.
Stunning Glance (Su): As a standard action, a wrathful nymph can stun a creature within 30 feet with a look. The target creature must succeed on a DC 17 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.
Unearthly Grace (Su): A nymph adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).
Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a nymph has a +6 racial bonus on the check.
Skills: A nymph has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.
Nymph Druid 4 (34 point buy)32 point buy:
Str 10 (2), Dex 12 (4), Con 14 (6), Int 14 (6), Wis 16 (10), Cha 14 (6)
Str 10, Dex 18, Con 16, Int 20, Wis 22, Cha 22
Nymph
Fey 6/Druid 4
Size/Type: Medium Fey
Hit Dice: 6d6 +4d8 +30 (69 hp)
Initiative: +4
Speed: 30 ft. (6 squares), swim 20 ft.
Armor Class: 20 (+4 Dex, +6 deflection), touch 20, flat-footed 16
BAB/Grapple: +6/+6
Attack: Dagger +10 melee (1d4/19-20)
Full Attack: Dagger +10 melee (1d4/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blinding beauty, spells, spell-like abilities, stunning glance; spontaneous casting
Special Qualities: Damage reduction 10/cold iron, low-light vision, unearthly grace, wild empathy; animal companion, nature sense, wild empathy, woodland stride, trackless step, resist nature's lure.
Saves: Fort +15, Ref +16, Will +21
Abilities: Str 10, Dex 18, Con 16, Int 20, Wis 22, Cha 22
Skills: Concentration +12, Diplomacy +8, Escape Artist +13, Handle Animal +15, Heal +15, Hide +13, Listen +15, Move Silently +13, Ride +6, Sense Motive +15, Spot +15, Survival +8, Swim +8, Use Rope +4 (+6 with bindings); 54 skill points (18 as Fey; 36 as druid)
Feats: Combat Casting, Dodge, Weapon Finesse
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 11
Treasure: Standard
Alignment: Usually chaotic good
Advancement: 7-12 HD (Medium)
Level Adjustment: +7
A nymph is about the height and weight of a female elf.
Nymphs speak Sylvan and Common.
Combat
Blinding Beauty (Su): This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 19 Fortitude save or be blinded permanently as though by the blindness spell. A nymph can suppress or resume this ability as a free action.
The save DC is Charisma-based.
Spell-Like Abilities:
1/day—dimension door. Caster level 11th.
Spells: A nymph casts divine spells as a 11th-level druid.
Typical Druid Spells Prepared (6/7/6/5/4/3/2, save DC 16 + spell level)
0—cure minor wounds, detect magic, flare, guidance, light, resistance;
1st—calm animals, cure light wounds, entangle, longstrider, speak with animals, ?;
2nd—barkskin, heat metal, lesser restoration, tree shape, ?;
3rd— call lightning, cure moderate wounds, protection from energy, ?, ?;
4th—rusting grasp, ?, ?;
5th—?, ?;
6th—?.
Stunning Glance (Su): As a standard action, a wrathful nymph can stun a creature within 30 feet with a look. The target creature must succeed on a DC 19 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.
Unearthly Grace (Su): A nymph adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).
Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a nymph has a +6 racial bonus on the check.
Skills: A nymph has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.
Gestalt Nymph Druid//Beguiler/Bard (34 point buy)34 point buy:
Str 10 (2), Dex 12 (4), Con 14 (6), Int 14 (6), Wis 16 (10), Cha 14 (6)
Str 10, Dex 18, Con 16, Int 20, Wis 22, Cha 22
Beguiler 9/Bard 1:
BAB +4, Fort +3, Ref +5, Will +8, +8 skill points (as Druid//Beguiler or Druid//Bard)
Fey 6/Druid 4:
BAB +6, Fort +6, Ref +6, Will +9
Req's for Sublime Chord:
Kn (Arcana) 13, Listen 13, Perform 10, Profession (Astrologer) 6, Spellcraft 6
3rd level arcane spells
Bardic Music ability
Nymph
Fey 6/Druid 4//Beguiler 9/Bard 1
Size/Type: Medium Fey
Hit Dice: 6d6 +4d8 +30 (69 hp)
Initiative: +4
Speed: 30 ft. (6 squares), swim 20 ft.
Armor Class: 24 (+4 Dex, +4 mage armor, +6 deflection), touch 20, flat-footed 20
BAB/Grapple: +6/+6
Attack: Dagger +10 melee (1d4/19-20)
Full Attack: Dagger +10 melee (1d4/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blinding beauty, spells, spell-like abilities, stunning glance; spontaneous casting
Special Qualities: Damage reduction 10/cold iron, low-light vision, unearthly grace, wild empathy; animal companion, nature sense, wild empathy, woodland stride, trackless step, resist nature's lure; Armored mage, trapfinding, cloaked casting (+1 DC, +2 to overcome SR), surprise casting (move action), advanced learning (3rd, 7th); Bardic music, bardic knowledge, counter song, fascinate, inspire courage +1.
Saves: Fort +15, Ref +16, Will +21
Abilities: Str 10, Dex 18, Con 16, Int 20, Wis 22, Cha 22
Skills: Concentration +16 [13], Diplomacy +8, Escape Artist +13 [9], Handle Animal +15 [9], Heal +15 [9], Hide +17 [13], Kn (Arcana) +18 [13], Kn (Nature) +16 [7], Listen +19 [13], Move Silently +17 [13], Perform (Singing) +16 [10], Profession (Astrologer) +12 [6], Ride +6, Sense Motive +15 [9], Spellcraft +11 [6], Spot +19 [13], Survival +8 (+10 in aboveground natural environments), Swim +8, Use Rope +4 (+6 with bindings)
Feats: Combat Casting, Dodge, Weapon Finesse, 9, Silent spell
Environment: Temperate forests
Organization: Solitary
Challenge Rating: GCR 11
Treasure: Standard
Alignment: Usually chaotic good
Advancement: 7-12 HD (Medium)
Level Adjustment: +7
A nymph is about the height and weight of a female elf.
Nymphs speak Sylvan and Common.
Combat
Blinding Beauty (Su): This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 19 Fortitude save or be blinded permanently as though by the blindness spell. A nymph can suppress or resume this ability as a free action.
The save DC is Charisma-based.
Spell-Like Abilities:
1/day—dimension door. Caster level 11th.
Spells: A nymph casts divine spells as a 11th-level druid.
Typical Druid Spells Prepared (6/7/6/5/4/3/2, save DC 16 + spell level)
0—cure minor wounds, detect magic, flare, guidance, light, resistance;
1st—calm animals, cure light wounds, entangle, longstrider, speak with animals, ?;
2nd—barkskin, heat metal, lesser restoration, tree shape, ?;
3rd— call lightning, cure moderate wounds, protection from energy, ?, ?;
4th—rusting grasp, ?, ?;
5th—?, ?;
6th—?.
This nymph also casts spells as a 9th level Beguiler.
(6/8/7/7/5/2*) Save DC 15 + spell level.
0—?;
1st—?;
2nd—?;
3rd—?;
4th—?;
5th—?;
This nymph also casts spells as a 1st level Bard.
(4)
0- 4 spells known
Stunning Glance (Su): As a standard action, a wrathful nymph can stun a creature within 30 feet with a look. The target creature must succeed on a DC 19 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.
Unearthly Grace (Su): A nymph adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).
Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a nymph has a +6 racial bonus on the check.
Skills: A nymph has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.
I had intended it to be 32 point buy, but botched raising her intelligence to 20 instead of 18. I don't feel like retroactively stripping out the skill points, so too damn bad.
Nymph Druid 5//Beguiler 9/Bard 1/Sublime Chord 1Druid 5//Sublime Chord 1 - Will save will go up by 1. +1d8+3 HD, +9 skill points.
gain Wild Shape, gain caster levels.
Nymph
Fey 6/Druid 5//Beguiler 9/Bard 1/Sublime Chord 1
Size/Type: Medium Fey
Hit Dice: 6d6 +5d8 +33 (76 hp)
Initiative: +4
Speed: 30 ft. (6 squares), swim 20 ft.
Armor Class: 24 (+4 Dex, +4 mage armor, +6 deflection), touch 20, flat-footed 20
BAB/Grapple: +6/+6
Attack: Dagger +10 melee (1d4/19-20)
Full Attack: Dagger +10 melee (1d4/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blinding beauty, spells, spell-like abilities, stunning glance; spontaneous casting
Special Qualities: Damage reduction 10/cold iron, low-light vision, unearthly grace, wild empathy; animal companion, nature sense, wild empathy, woodland stride, trackless step, resist nature's lure, wild shape (Small, Med); Armored mage, trapfinding, cloaked casting (+1 DC, +2 to overcome SR), surprise casting (move action), advanced learning (3rd, 7th); Bardic music, bardic knowledge, counter song, fascinate, inspire courage +1; Bardic lore.
Saves: Fort +15, Ref +16, Will +22
Abilities: Str 10, Dex 18, Con 16, Int 20, Wis 22, Cha 22
Skills: Concentration +17 [14], Diplomacy +8, Escape Artist +13 [9], Handle Animal +15 [9], Heal +15 [9], Hide +17 [13], Kn (Arcana) +18 [13], Kn (Nature) +16 [7], Kn (Planes) +11 [6], Listen +20 [14], Move Silently +17 [13], Perform (Singing) +16 [10], Profession (Astrologer) +12 [6], Ride +6, Sense Motive +15 [9], Spellcraft +13 [6], Spot +20 [14], Survival +8 (+10 in aboveground natural environments; +10 on other planes; +12 if both), Swim +8, Use Rope +4 (+6 with bindings)
Feats: Greenbound Summoning, Versatile Spellcaster, Weapon Finesse, 9, Silent Spell*
Environment: Temperate forests
Organization: Solitary
Challenge Rating: GCR 12
Treasure: Standard
Alignment: Usually chaotic good
Advancement: 7-12 HD (Medium)
Level Adjustment: +7
A nymph is about the height and weight of a female elf.
Nymphs speak Sylvan and Common.
Combat
Blinding Beauty (Su): This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 19 Fortitude save or be blinded permanently as though by the blindness spell. A nymph can suppress or resume this ability as a free action.
The save DC is Charisma-based.
Spell-Like Abilities:
1/day—dimension door. Caster level 11th.
Spells: This advanced nymph casts divine spells as a 12th-level druid.
Typical Druid Spells Prepared (6/7/6/5/4/4/3, save DC 16 + spell level)
0—cure minor wounds, detect magic, flare, guidance, light, resistance;
1st—calm animals, cure light wounds, entangle, longstrider, speak with animals, camouflage;
2nd—barkskin, heat metal, lesser restoration, resist energy, resist energy;
3rd— call lightning, cure moderate wounds, protection from energy, forestfold, ?;
4th—flame strike, moon bolt, murderous mist;
5th—Mass Contagion, Plant Body, SNA 5 (Giant Constrictor = CL 11 Wall of Thorns);
6th—Antilife Shell, Drown, Wall of Stone [in Spellstaff].
Additionally, she has prepared a Liveoak treant to guard the area, for no additional XP.
This nymph also casts spells as a 9th level Beguiler.
(6/8/7/7/5/2*) Save DC 15 + spell level.
0 Level: dancing lights, daze, detect magic, ghost sound, message, open/close, read magic.
1st Level: charm person, color spray, comprehend languages, detect secret doors, disguise self, expeditious retreat, hypnotism, mage armor, obscuring mist, rouse*, silent image, sleep, undetectable alignment, whelm*.
*2nd Level: blinding color surge*, blur, daze monster, detect thoughts, fog cloud, glitterdust, hypnotic pattern, invisibility, knock, minor image, mirror image, misdirection, see invisibility, silence, spider climb, stay the hand*, touch of idiocy, vertigo*, whelming burst*.
3rd Level: arcane sight, clairaudience/clairvoyance, crown of veils*, deep slumber, dispel magic, displacement, glibness, halt*, haste, hesitate*, hold person, inevitable defeat*, invisibility sphere, legion of sentinels*, major image, nondetection, ray of dizziness, slow, suggestion, vertigo field*, zone of silence.
4th Level: charm monster, confusion, crushing despair, freedom of movement, greater invisibility, greater mirror image*, locate creature, mass whelm*, phantom battle*, rainbow pattern, solid fog.
5th Level: True Haste.
This nymph also casts spells as a 1st level Bard.
(4)
0- Light, Lullaby, Mage Hand, Prestidigitation.
This nymph also casts as a 1st level Sublime Chord (CL 10th).
Spells per Day: (3/2) Save DC 16 + spell level.
Spells Known:
4th - Ruin Delver's Fortune, Dominate Person
5th - Teleport
Stunning Glance (Su): As a standard action, a wrathful nymph can stun a creature within 30 feet with a look. The target creature must succeed on a DC 19 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.
Unearthly Grace (Su): A nymph adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).
Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a nymph has a +6 racial bonus on the check.
Skills: A nymph has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.
Still need to pick her first Advanced Learning spell, and pick one more 3rd level Druid spell. Also her 9th level feat.
Also need to stat up a Greenbound Giant Constrictor Snake for her to summon.
Advanced Nymph with Items Nymph
Fey 6/Druid 5//Beguiler 9/Bard 1/Sublime Chord 1
Size/Type: Medium Fey
Hit Dice: 6d6 +5d8 +33 (76 hp)
Initiative: +4
Speed: 30 ft. (6 squares), swim 20 ft.
Armor Class: 29 (+4 Dex, +4 mage armor, +6 deflection, +5 natural armor), touch 20, flat-footed 25
BAB/Grapple: +6/+6
Attack: +1 Shortsword +11 melee (1d6+1/19-20)
Full Attack: +1 Shortsword +11 melee (1d6+1/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blinding beauty, spells, spell-like abilities, stunning glance; spontaneous casting
Special Qualities: Damage reduction 10/cold iron, low-light vision, unearthly grace, wild empathy; animal companion, nature sense, wild empathy, woodland stride, trackless step, resist nature's lure, wild shape (Small, Med); Armored mage, trapfinding, cloaked casting (+1 DC, +2 to overcome SR), surprise casting (move action), advanced learning (3rd, 7th); Bardic music, bardic knowledge, counter song, fascinate, inspire courage +1; Bardic lore.
Saves: Fort +15, Ref +16, Will +24
Abilities: Str 10, Dex 18, Con 16, Int 22 (20), Wis 26 (22), Cha 22
Skills: Concentration +17 [14], Diplomacy +8, Escape Artist +13 [9], Handle Animal +15 [9], Heal +17 [9], Hide +17 [13], Kn (Arcana) +19 [13], Kn (Nature) +17 [7], Kn (Planes) +12 [6], Listen +22 [14], Move Silently +17 [13], Perform (Singing) +16 [10], Profession (Astrologer) +14 [6], Ride +6, Sense Motive +17 [9], Spellcraft +13 [6], Spot +22 [14], Survival +10 (+12 in aboveground natural environments; +12 on other planes; +14 if both), Swim +8, Use Rope +4 (+6 with bindings)
Feats: Greenbound Summoning, Versatile Spellcaster, Weapon Finesse, Arcane Strike, Silent Spell*
Environment: Temperate forests
Organization: Solitary
Challenge Rating: GCR 12
Treasure: Standard
Alignment: Usually chaotic good
Advancement: 7-12 HD (Medium)
Level Adjustment: +7
Possessions: Headband of Intellect +2, Periapt of Wisdom +4, +1 Shortsword, Boots of Big Stepping (+2 CL for teleportation spells; 3/day teleport 60 feet as standard action)
A nymph is about the height and weight of a female elf.
Nymphs speak Sylvan and Common.
Combat
Blinding Beauty (Su): This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 19 Fortitude save or be blinded permanently as though by the blindness spell. A nymph can suppress or resume this ability as a free action.
The save DC is Charisma-based.
Spell-Like Abilities:
1/day—dimension door. Caster level 11th.
Spells: This advanced nymph casts divine spells as a 12th-level druid.
Typical Druid Spells Prepared (6/7/6/6/5/4/3, save DC 18 + spell level)
0—cure minor wounds, detect magic, flare, guidance, light, resistance;
1st—7 calm animals, cure light wounds, entangle, longstrider, speak with animals, camouflage, updraft;
2nd—6 barkskin, heat metal, lesser restoration, resist energy, resist energy, listening lorecall;
3rd—6 call lightning, cure moderate wounds, protection from energy, forestfold, vigor, spirit jaws;
4th—5 flame strike, moon bolt, murderous mist, arc of lightning, sheltered vitality;
5th—4 Mass Contagion, Plant Body, Wall of Thorns, SNA 5 (Giant Constrictor = CL 11 Wall of Thorns);
6th—3 Antilife Shell, Drown, Cometfall, Wall of Stone [in Spellstaff].
Additionally, she has prepared a Liveoak treant to guard the area, for no additional XP.
This nymph also casts spells as a 9th level Beguiler.
(6/8/8/7/5/2*) Save DC 16 + spell level.
0 Level: dancing lights, daze, detect magic, ghost sound, message, open/close, read magic.
1st Level: charm person, color spray, comprehend languages, detect secret doors, disguise self, expeditious retreat, hypnotism, mage armor, obscuring mist, rouse*, silent image, sleep, undetectable alignment, whelm*.
*2nd Level: blinding color surge*, blur, daze monster, detect thoughts, fog cloud, glitterdust, hypnotic pattern, invisibility, knock, minor image, mirror image, misdirection, see invisibility, silence, spider climb, stay the hand*, touch of idiocy, vertigo*, whelming burst*.
3rd Level: arcane sight, clairaudience/clairvoyance, crown of veils*, deep slumber, dispel magic, displacement, glibness, halt*, haste, hesitate*, hold person, inevitable defeat*, invisibility sphere, legion of sentinels*, major image, nondetection, ray of dizziness, slow, suggestion, vertigo field*, zone of silence.
4th Level: charm monster, confusion, crushing despair, freedom of movement, greater invisibility, greater mirror image*, locate creature, mass whelm*, phantom battle*, rainbow pattern, solid fog.
5th Level: True Haste.
This nymph also casts spells as a 1st level Bard.
(4)
0- Light, Lullaby, Mage Hand, Prestidigitation.
This nymph also casts as a 1st level Sublime Chord (CL 10th).
Spells per Day: (3/2) Save DC 16 + spell level.
Spells Known:
4th - Ruin Delver's Fortune, Dominate Person
5th - Teleport (CL 12th)
Stunning Glance (Su): As a standard action, a wrathful nymph can stun a creature within 30 feet with a look. The target creature must succeed on a DC 19 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.
Unearthly Grace (Su): A nymph adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).
Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a nymph has a +6 racial bonus on the check.
Skills: A nymph has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.
Greenbound Giant Constrictor Snake Greenbound Giant Constrictor Snake
Constrictor Snake, Giant
Size/Type: Huge Plant (augmented animal)
Hit Dice: 11d8+36 (85 hp)
Initiative: +4
Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class: 22 (-2 size, +4 Dex, +10 natural), touch 12, flat-footed 18
Base Attack/Grapple: +8/+30
Attack: Bite +16 melee (2d6+15) or Slam +16 melee (2d6+15)
Full Attack: Bite +16 melee (2d6+15) and Slam +11 melee (2d6+5)
Space/Reach: 15 ft./10 ft.
Special Attacks: Constrict 1d8+15, improved grab, spell-like abilities
Special Qualities: DR 10/+1 and slashing, fast healing 3, resistance 10 to cold and electricity, scent, tremorsense
Saves: Fort +10, Ref +11, Will +4
Abilities: Str 31, Dex 19, Con 17, Int 1, Wis 12, Cha 6
Skills: Balance +12, Climb +20, Hide +11* (+27 in forest), Listen +9, Move Silently +4* (+20 in forest), Spot +9, Swim +19
Feats: Alertness, Endurance, Skill Focus (Hide), Toughness
Environment: Warm forests
Organization: Solitary
Challenge Rating: 7
Advancement: 12-16 HD (Huge); 17-33 HD (Gargantuan)
Level Adjustment: —
Constrictor snakes usually are not aggressive and flee when confronted. They hunt for food but do not attempt to make a meal out of any creature that is too large to constrict.
Combat
Constrictor snakes hunt by grabbing prey with their mouths and then squeezing it with their powerful bodies. A greenbound constrictor snake's natural weapons are treated as +1 weapons for the purpose of overcoming damage reduction.
Constrict (Ex)
On a successful grapple check, a constrictor snake deals 1d8+15 points of damage.
Fast Healing (Ex)
A greenbound creature heals 3 points of damage each round so long as it has at least 1 hit point. If reduced to 0 or fewer hit points in combat, it is slain.
Improved Grab (Ex)
To use this ability, a constrictor snake must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Spell-Like Abilities: (CL 11th) Save DC 8 + spell level
At will - entangle, pass without trace, speak with plants
1/day - wall of thorns
Tremorsense (Ex)
Greenbound creatures can automatically sense the location of anything within 60 feet that is in contact with the ground.