NPC Closeup 10/28/2001


Durand Stonetalker



Durand Stonetalker 12th-Level

Durand Stonetalker: Male Drd12; CR 12; Medium-size humanoid; HD 12d8+36; hp 90; Init +2; Spd 30 ft.; AC 21 (touch 13, flat-footed 19); Atk +10/ +5 melee (1d6+1, +1 club) or +12/ +7 ranged (1d4, sling with masterwork bullet); Face/Reach 5 ft. x 5 ft./5 ft.; SQ Animal companions (dire badgers), dwarf traits, nature sense, resist nature's lure, trackless step, venom immunity, wild shape 5/day, woodland stride; AL N; SV Fort +11, Ref +6, Will +11; Str 10, Dex 14, Con 16, Int 12, Wis 17, Cha 6.

Skills and Feats: Animal Empathy +13, Craft (metalworking) +3, Craft (stoneworking) +3, Diplomacy +3, Handle Animal +13, Intuit Direction +13, Knowledge (nature) +16, Ride (horse) +4, Wilderness Lore +18; Blind-Fight, Brew Potion, Enlarge Spell, Scribe Scroll, Track.

Animal Companion: At 12th level, Durand still enjoys the company of the faithful Felltooth and Blackclaw.

Dwarf Traits: +1 racial bonus to attack rolls against orcs and goblinoids; +2 racial bonus to Will saves against spells and spell-like abilities; +2 racial bonus to Fortitude saves against all poisons; +4 dodge bonus against giants; darkvision 60 ft.; stonecunning (+2 racial bonus to checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); +2 racial bonus to Appraise checks and Craft or Profession checks related to stone or metal (these bonuses are already figured into the statistics above).

Nature Sense: Durand can identify plants and animals (their species and special traits) with perfect accuracy. He can determine whether water is safe to drink or dangerous.

Resist Nature's Lure: Durand gains a +4 bonus to saving throws against the spell-like abilities of fey creatures (such as dryads, nymphs, and sprites).

Trackless Step: Durand leaves no trail in natural surroundings and cannot be tracked.

Venom Immunity: Durand is immune to all organic poisons, including monster poisons but not mineral poisons or poison gas.

Wild Shape (Sp): Durand can change into an animal of any size from Tiny through Huge and back again five times a day as per the polymorph self spell. He can also use this power to adopt the form of a dire animal. Unlike the standard use of the spell, however, Durand may adopt only one animal form per use of the ability. He gains all the creature's special abilities when he does so. Durand regains hit points as if he has rested for a day. He does not risk the standard penalty for being disoriented while in his wild shape.

Woodland Stride: Durand may move through natural thorns, briars, overgrown areas, and similar terrain at his normal speed and without suffering damage or other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Druid Spells Prepared: (6/6/5/5/3/3/2; base DC = 13 + spell level): 0 -- cure minor wounds, flare, know direction, light, resistance, virtue; 1st -- animal friendship, cure light wounds, entangle, magic fang, pass without trace, summon nature's ally I; 2nd -- barkskin, charm person or animal, fire trap, heat metal, soften earth and stone; 3rd -- call lightning, cure moderate wounds, meld into stone, neutralize poison, stone shape; 4th -- flame strike, rusting grasp, spike stones; 5th -- insect plague, transmute mud to rock, transmute rock to mud; 6th – fire seeds, wall of stone.

Possessions: +1 club (a worked stalagmite), sling, 20 masterwork bullets, +1 hide armor, +1 large wooden shield, amulet of natural armor +1, druid's vestment, ring of protection +1, wand of cure light wounds, wand of faerie fire, potion of blur, two potions of neutralize poison, two scrolls of barkskin, scroll of healing circle, scroll of ice storm, two scrolls of sleet storm, two scrolls of speak with plants,two scrolls of call lightning, two scrolls of flame strike, scroll of antilife shell, two scrolls of protection from elements.

Felltooth & Blackclaw: Male advanced dire badgers; CR 3; Large animal; HD 6d8+36; hp 63; Init +2; Spd 30 ft., burrow 10 ft.; AC 16 (touch 11, flat-footed 14); Atk +9 melee (1d6+6, 2 claws) and +4 melee (1d8+3, bite); Face/Reach 5 ft. x 5 ft./10 ft.; SA Rage; SQ Low-light vision, scent; AL N; SV Fort +11, Ref +7, Will +6; Str 22, Dex 15, Con 23, Int 2, Wis 12, Cha 10.

Skills and Feats: Hide –2, Listen +9, Spot +8.

Rage (Ex): A dire badger that takes damage in combat flies into a berserk rage the following round, clawing and biting madly until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and -2 AC, producing the following changes to the statistics above: hp 75; AC 14 (touch 9, flat-footed 12); Atk +11 melee (1d6+8, 2 claws) and +6 melee (1d8+4, bite); SV Fort +13; Str 26, Dex 15, Con 27, Int 2, Wis 12, Cha 10. The creature cannot end its rage voluntarily.

Low-Light Vision: A dire badger can see as far as a human in starlight, moonlight, torchlight, and similar low-light conditions.

Scent (Ex): A dire badger can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

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