Brinebrood Queen

Description:

Brinebrood QueenCR 4

XP 1200
Female Grindylow Druid (Aquatic Druid) 4
NE Small aberration (aquatic)
Init +2; Senses darkvision 60 ft.; Perception +8

Defense

AC 17, touch 13, flat-footed 15 (2 Dex, +1 size, +4 natural)
hp 26 (5d8
4)
Fort +4, Ref +3, Will +9; +4 bonus vs. [water] spells or exceptional or supernatural abilities of aquatic or water creatures

Offense

Speed 15 ft., swim 30 ft.
Melee bite 1 (1d31/×2) and
   brass knife 6 (1d32/19-20/×2) and
   masterwork cold iron sickle 7 (1d42/×2) and
   masterwork dagger 7 (1d32/19-20/×2) and
   masterwork silver dagger 7 (1d31/19-20/×2) and
   vindictive harpoon 7 (1d64/×3)
Special Attacks tangling tentacles
Spell-Like Abilities
   6/day— icicle
Druid (Aquatic Druid) Spells Prepared (CL 4th; concentration +7):
2nd (3/day)— barkskin, chill metal (DC 15), chill metal (DC 15), fog cloud
1st (4/day)— longstrider, hydraulic push, entangle (DC 14), obscuring mist, speak with animals
0 (at will)— resistance, detect magic, flare (DC 13), guidance

Statistics

Str 15, Dex 14, Con 10, Int 10, Wis 16, Cha 12
Base Atk 3; CMB +4; CMD 16 (24 vs. trip)
Feats Combat Casting, Exotic Weapon Proficiency (harpoon), Power Attack
Skills Escape Artist +8, Intimidate +8, Knowledge (geography) +4 (
6 in aquatic terrain), Knowledge (nature) 8, Perception +8 (10 in aquatic terrain), Spellcraft 4, Stealth +16 (18 in aquatic terrain), Survival 5 (7 in aquatic terrain), Swim 16 (18 in aquatic terrain);* Racial Modifiers* +4 Stealth
Languages Aquan, Druidic
SQ amphibious, aquatic adaptation, nature bond abilities (water), resist ocean’s fury, spontaneous casting, wild empathy
Combat Gear Potion of cure moderate wounds, Wand of Summon Nature’s Ally II; Other Gear Vindictive harpoon, Knife, brass (12), Masterwork Cold Iron Sickle, Masterwork Dagger (2), Masterwork Silver Dagger, Lobster Pot, Scrimshaw blade

Special Abilities

Amphibious (Ex) You can survive indefinitely on land.
Aquatic Adaptation (+2) (Ex) Initiative checks and Knowledge (geography), Perception, Stealth, Survival, and
Swim checks in aquatic terrain.
Combat Casting 4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Druid (Aquatic Druid) Domain (Water) Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
*Icicle (1d6
2) (6/day) (Sp)* 30’ Ranged touch attack deals 1d6+2 Cold damage.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Resist Ocean’s Fury (Ex) +4 save vs. effects from [water] or abilities of aquatic or water subtypes.
Spontaneous Casting The Druid can convert stored spells into Summon Nature’s Ally spells.
Swimming (30 feet) You have a Swim speed.
Tangling Tentacles (Ex) Although a grindylow can’t attack to cause damage with its six tentacles, these wriggling legs constantly writhe and reach out to tug at and trip adjacent foes. During the grindylow’s turn, it can make a single trip attack against any adjacent foe as
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Bio:

Brinebrood Queen

Skull & Shackles MattDroz