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Ugmitok CR 12 XP 19,200 Female wikkawak druid (arctic druid) 10 (Pathfinder RPG Advanced Player's Guide 98, Pathfinder RPG Bestiary 4 278) CE Medium humanoid (goblinoid) Init +8 (+13 in cold or icy terrain); Senses darkvision 60 ft., scent, snowcaster; Perception +17 (+22 in cold or icy terrain)
Defense
AC 25, touch 15, flat-footed 21 (+7 armor, +1 deflection, +4 Dex, +3 natural) hp 146 (16d8+74) Fort +13, Ref +12, Will +13 Immune dazzled; Resist cold 5
Offense
Speed 30 ft. (20 ft. in armor) Melee +2 spear +17/+12/+7 (1d8+8/×3) Ranged +2 spear +17 (1d8+6/×3) Special Attacks wild shape 3/day Spell-Like Abilities (CL 6th; concentration +8) At will—pass without trace 3/day—quench (DC 15) Druid (Arctic Druid) Spells Prepared (CL 10th; concentration +14) 5th—animal growth (DC 19), control winds (DC 19) 4th—air walk, ice storm, spike stones (DC 18), strong jaw[APG] (DC 18) 3rd—dominate animal (DC 17), greater magic fang, sleet storm, stone shape 2nd—barkskin, chill metal (DC 16), flaming sphere (DC 16), fog cloud, soften earth and stone 1st—faerie fire, frostbite[UM], hide from animals, longstrider 0 (at will)—create water, detect magic, light, spark[APG] (DC 14)
Statistics
Str 18, Dex 19, Con 18, Int 12, Wis 19, Cha 14 Base Atk +11; CMB +15; CMD 30 Feats Augment Summoning, Improved Initiative, Natural Spell, Nimble Moves, Point-Blank Shot, Power Attack, Spell Focus (conjuration), Vital Strike Skills Acrobatics +2 (-2 to jump), Climb +8, Fly +8, Handle Animal +10, Heal +17, Intimidate +19, Knowledge (geography) +13 (+18 in cold or icy terrain), Knowledge (nature) +16, Perception +17 (+22 in cold or icy terrain), Stealth +15 (+20 in cold or icy terrain), Survival +15 (+20 in cold or icy terrain); Racial Modifiers +4 Intimidate, +4 Perception, +4 Stealth Languages Common, Druidic, Giant, Goblin SQ arctic endurance, arctic native, icewalking, nature bond (bear named Polar Bear), nature sense, thuggery, trackless step, wild empathy +12 Combat Gear potion of cure moderate wounds (2), potion of invisibility; Other Gear +3 hide armor, +2 spear, ring of protection +1, 633 gp
Special Abilities
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them. Arctic Endurance (Ex) As per Endure Elements - Cold Arctic Native (+5) (Ex) Initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks in aquatic terrain, and cannot be tracked there. Augment Summoning Summoned creatures have +4 to Strength and Constitution. Darkvision (60 feet) You can see in the dark (black and white only). Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks. Icewalking (Ex) No penalties to Acrobatics, Climb or Stealth due to snowy or icy terrain or weather, and does not break through snow/ice crusts. Immunity to Dazzled You are immune to the dazzled condition. Natural Spell You can cast spells while in Wild Shape. Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Nimble Moves (5 ft/rd) Move through the listed amount of difficult terrain each rd as if it were normal terrain. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Power Attack -3/+6 You can subtract from your attack roll to add to your damage. Scent (Ex) Detect opponents within 15+ ft. by sense of smell. Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells. Snowcaster (Su) See normally in snowstorms (inc. magical). Can replace [fire] with [cold] when casting spells. Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC. Thuggery (Ex) Intimidate and Perception are class skills for wikkawaks. Trackless Step (Ex) Do not leave a trail in natural settings & can't be tracked unless willing. Vital Strike Standard action: x2 weapon damage dice. Wild Empathy +12 (Ex) Improve the attitude of an animal, as if using Diplomacy. Wild Shape (8 hours, 3/day) (Su) Shapeshift into a different creature one or more times per day.
Driven by belligerence, the monstrous shaman Ugmitok dominates Icerift Castle’s denizens, enforcing her demented religion and damning her people and prisoners alike to the wendigo’s foul curse. Though the shaman has figured out how to call the wendigo, she wields no control over the beast. Once she sounds her horn’s summoning blast, she f lees to her sanctum in the ice caves below the castle.