Male half-orc Drd13; CR 13; Medium-size humanoid; HD 13d8; hp
58; Init 1; Spd AC 14, touch 10, flat-footed 14; Atk +12/+7
melee (1d6+4, staff of swarming insects); or +9/+4 ranged
(1d6, masterwork sling); SQ a thousand faces, animal companion (none),
darkvision 60 ft., nature sense, resist nature's lure, trackless
step, venom immunity, wild shape (Tiny, Small, Medium-size,
Large, or dire animal 4/day), woodland stride; AL NE; SV Fort +9,
Ref +4, Will +14; Str 16, Dex 9, Con 11, Int 9, Wis 17, Cha 11.
Feats: Concentration +5, Handle Animal +9, Heal +6, Intuit Direction
+7, Knowledge (nature) +6, Move Silently +0, Profession (herbalist)
+8, Ride (horse) +1, Sense Motive +4, Swim +8, Wilderness Lore +11;
Brew Potion, Iron Will, Track, Vermin Control*, Vermin Defiance*
Faces (Su): Aleretheral can change his appearance at will, as
if using the spell alter self.
Companion: Aleretheral may have one or more animal companions.
These animals are ones that he has befriended with the spell animal
friendship. The total Hit Dice of all animal companions at a
time may not exceed 13.
Aleretheral can identify plants and animals (their species and special
traits) with perfect accuracy. He can determine whether water is
safe to drink or dangerous.
Lure: Aleretheral gains a +4 bonus on saving throws against
the spell-like abilities of feys (such as dryads, nymphs, and sprites).
Step: Aleretheral leaves no trail in natural surroundings and
cannot be tracked.
Aleretheral gains immunity to all organic poisons, including
monster poisons but not mineral poisons or poison gas.
(Sp): Aleretheral can change into a Tiny, Small, Medium-size,
Large, or dire animal and back again 4/day. He may adopt only one
form per use of this ability. When he adopts an animal form, Aleretheral
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. He gains all the creature's special abilities when he
Stride: Aleretheral 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.
Prepared (6/6/6/5/4/3/2/1; base DC 13 + spell level): 0 -- cure
minor wounds, detect poison, guidance, know direction, light, resistance;
1st -- cure light wounds, detect animals or plants, invisibility
to animals, magic fang, summon nature's ally I, vermin friendship**;
2nd -- speak with animals, speak with vermin**, summon swarm
(3), warp wood; 3rd -- cure moderate wounds, greater magic
fang (2), poison, water breathing; 4th -- giant vermin
(3), repel vermin; 5th -- insect plague (3); 6th
-- antilife shell, summon nature's ally VI; 7th -- creeping
Staff of swarming insects, cloak of resistance +1, leather
armor, amulet of natural armor +2, ring of protection
+1, wand of cure light wounds, potion of blur, 2 potions
of cure serious wounds, 2 potions of hiding, 2 potions
of invisibility, 3 scrolls of summon swarm.
New feat; see below
** New spell; see below.