Druidlight
This luminous, elf-like being radiates warmth and power. Silver-white hair frames a face of alabaster skin etched with glowing mithril veins, and eyes that gleam like gemstones. Every movement carries the calm weight of eternity, and a faint halo of cold golden light ripples around it like sunlight on snow.
CR 12
XP 19,200
NG Medium outsider (druidlight, native, good)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +21
Defense
AC 27, touch 13, flat-footed 25 (+2 Dex, +8 armor, +4 natural, +3 deflection)
hp 120 (12d10+48)
Fort +12, Ref +9, Will +16
DR 10/cold iron and magic; Resist acid 20, cold 20, electricity 20
Immune disease, natural poisons; SR 21
Defensive Abilities gracelight, positive energy aura; Spirited Away (Su)
Offense
Speed 40 ft.
Melee +2 greatclub (spirit weapon) +17/+12 (1d10+5, ×3) or slam +15 (1d6+4)
Space 5 ft.; Reach 5 ft.
Special Attacks scion of light, spirit weapon
Spell-Like Abilities (CL 10th; concentration +15)
Constant —
speak with animals, speak with plants
At will —
detect evil, detect magic, searing light, create water, gust of wind, protection from evil, stabilize
3/day —
mass cure light wounds, summon nature’s ally III, dispel magic, wind wall
1/day —
magic circle against evil, summon nature’s ally V, cure serious wounds, flame strike
Divine & Druidic Spells (DC 18 + spell level; CL 10th)
The druidlight prepares and casts spells as both a 10th-level cleric and 10th-level druid.
Caster Level 12th (both classes) Concentration +17 (Wis +7, class +10)
Domains: Sun and Healing
Cleric Spells Prepared:
6th (3/day):
blade barrier, heal, sunbeam
5th (4/day):
flame strike, mass cure light wounds, righteous might, true seeing
4th (4/day):
death ward, dismissal, restoration, sending
3rd (5/day):
daylight, dispel magic, magic circle against evil, prayer, searing light
2nd (6/day):
aid, consecrate, lesser restoration, resist energy, spiritual weapon, zone of truth
1st (6/day):
bless, command, cure light wounds, divine favor, protection from evil, sanctuary
0 (at will):
create water, detect magic, detect poison, guidance, light, stabilize
Druid Spells Prepared:
6th (3/day):
antilife shell, heal, transport via plants
5th (4/day):
call lightning storm, cure critical wounds, tree stride, wall of thorns
4th (4/day):
flame strike, freedom of movement, ice storm, reincarnate
3rd (5/day):
call lightning, cure moderate wounds, neutralize poison, protection from energy, water breathing
2nd (6/day):
barkskin, flame blade, gust of wind, lesser restoration, resist energy, summon swarm
1st (6/day):
cure light wounds, entangle, faerie fire, longstrider, obscuring mist, speak with animals
0 (at will):
detect magic, guidance, mending, purify food and drink, stabilize
Statistics
Str 16, Dex 14, Con 18, Int 16, Wis 24, Cha 22
Base Atk +12; CMB +15; CMD 28
Feats Combat Casting, Improved Initiative, Toughness, Weapon Focus (greatclub), Selective Channeling, Empower Spell
Skills Diplomacy +22, Knowledge (nature) +21, Knowledge (planes) +19, Perception +21, Sense Motive +23, Spellcraft +19, Survival +21, Perform (oratory) +17, Use Magic Device +17
Languages Truespeech, Druidic, Sylvan, Common, Elven; telepathy 100 ft.
Ecology
Environment any forest or Rathwood
Organization solitary with twinsoul, pair, or grove (3–8)
Treasure standard (+2 weapon and holy symbol of living light)
Special Abilities
Spirit Weapon (Su): As a move action, a druidlight summons a weapon of solid radiance. The weapon can take any form the druidlight desires (simple, martial, or exotic), counts as a +2 keen weapon, and is considered magic and good-aligned for overcoming DR. It may be dismissed as a free action. If wielded by another, it functions as a mundane weapon of its type.
Scion of Light (Su): A druidlight can channel positive energy 10/day as a 10th-level cleric. This channel simultaneously heals living creatures and harms undead. Against undead it deals double damage (10d6 × 2), and against living foes of any alignment it may instead deal half damage (Will DC 20 half) and dazzle for 1 round per die of damage. The save DC is Charisma-based.
Death Throes (Su): If a Druidlight is slain or forced to use it's Spirited Away ability, it unleashes one automatic immediate Scion of Light upon it's foes upon death. This can either be the healing burst to support it's allies and damage undead or more commonly the searing dazzling blast dealing damage to all foes undead and living alike.
Twin Soul (Ex): Each druidlight is linked to a creature of nature’s might — often a unicorn, drake, or ancient beast. This bond functions as a druid’s animal companion (10th-level druid), except the ally may be any magical beast or dragon of CR 6 or less. Alternatively, the druidlight may choose to gain
wild shape as a 10th-level druid or imbue its spirit weapon with a divine bond as a 10th-level paladin.
Gracelight (Ex): A druidlight adds its Charisma bonus (+6) as a sacred bonus to all saving throws (Divine Grace).
Positive Energy Aura (Su): A druidlight radiates illumination equal to a torch and gains a +3 deflection bonus to AC while it burns. Undead within 10 ft. take 2d6 points of positive energy damage at the start of their turns; contact with the druidlight (e.g., grappling or touch attacks) inflicts 4d6 positive damage.
Ghostspeech (Su): A druidlight may speak freely with the dead as if they were living beings. This ability bypasses the usual limits of
speak with dead; the dead may choose not to answer but can be influenced by social skills.
Truespeech (Ex): The druidlight can understand, speak, and write any language, including non-verbal forms such as telepathy or pheromones, as though under a permanent
tongues effect.
Woodland Stride and Trackless Step (Ex): As a druid.
Spirited Away (Su): When slain, the druidlight’s form erupts in gold-white radiance and its essence returns to Rathwood as a wisp.
Combat
A Druidlight commands the battlefield with divine precision. If it has time before combat begins it may summon a small army of animals, usually wolves and eagles for support and to harry and wittle down foes. It opens with
flame strike,
wall of thorns, or
antilife shell to shape the terrain, then unleashes
searing light upon foes and uses spells as needed, and if pushed into melee, it wades calmly into melee combat with its radiant Spirit Weapon.
The Druidlight uses
Scion of Light to simultaneously heal allies and sear undead, often following up with
heal or
mass cure to restore its forces mid-battle.
When facing fiends or necromancers, it prefers to cripple enemy spellcasters first with
dispel magic or
sunbeam, relying on its aura to punish undead that draw too close.
If surrounded or gravely wounded, it releases a surge of positive energy, blinding foes with divine brilliance, then vanishes — its body bursting into light as it is Spirited Away back to Rathwood.
Druidlights readily kill mortal foes if they pose an existential threat to nature; when possible, they subdue or drive them off, leaving seedlings and vines blooming where the blood fell, but if they encounter a person they previously drove off doing what they were warned not to do anymore again, they give no second chances, killing them outright,
Lore
Druidlights are the enduring sentinels of the natural world — immortal spirits forged by the primeval gods of life to defend the balance of creation. They see themselves not as guardians of mortals but as stewards of the planet itself, intervening only when civilizations or fiends threaten irreversible harm. Though gentle and radiant, they show little sympathy for those who despoil forests or twist life with undeath.
To elves and fey they appear as serene cousins; to mortals they are distant angels of nature. Their brilliance is cold and pure, like sunlight on snow: comforting yet unyielding.