Kisishtri, Vengeance of the Juniper Lord
This encounter is one that I've not yet run, but I anticipate will be coming up soon.
Setup/Prelude
The characters have recently uncovered the deception of the Juniper Lord, a powerful Unseelie Lord, and they have communicated the deception to an ancient elven druidess who rules the Circle of Oak. The Circle of Oak warned the party to flee and then went to do battle with the Juniper Lord, setting a massive forest fire to purge the forest of the Juniper Lord's influence. Although the Juniper Lord was defeated, he learned about the party's involvement in his defeat. And so he has sent Kisishtri to be his agent of vengeance.
Kisishtri has tracked the party as a wildshaped wolf for nearly a day. As the party flees the oncoming flames, striding swiftly through the thickening smoke, with the distant boom of trees exploding into flames, comes Kisishtri, a tall, powerful man whose skin is like the bark of an oak and whose hair is like fallen leaves. A small swarm of wooden, faerie like creatures surrounds him.
"I am Kisishtri, and you are weeds. The Juniper Lord may be defeated, but he lives yet, and he has sent me to be your reaper."
Setting/Environment
This encounter takes place in a medium forest during winter. A tremendous forest fire, fueled by druidic winds, burns just over a mile behind the party. The faint haze of smoke is in the air. Forest animals screech as they scamper past, panicked by the oncoming fire.
Movement is at 3/4 speed. Because of the intervening branches, every 25' of distance provides 1/4 cover. Sight is completely blocked beyond 100'.
Foes
Kisishtri
Male, Human, Druid 7/Verdant Lord 1 (MotW)
HD: 8d8+16 (62 HP);Init: +1; Speed: 30'; AC: 14 (Touch 11, FF 13); BAB: +6/+1; Attacks: Quarterstaff +9/+4 melee, 1d6+3, 20/x2; Special: Create Infusion (MotW), Nature Sense, Woodland Stride, Trackless Step, Resist Nature's Lure, Wild Shape 3/day; Saves: Fort +9, Ref +3, Will +10; Abilities: Str-14 , Dex-13, Con-14, Int-11, Wis-17, Cha-12; Skills: Concentration +12, Hide +5, Wilderness Lore +13, Intuit Direction +9, Knowledge Nature +9, Swim +9, Profession Herbalist +8; Feats: Plant Control (MotW), Plant Defiance (MotW), Combat Casting, Track; Equipment: +1 Leather Armor, Boots of Endurance (MotW), Wilding Clasp (MotW, on boots), Masterwork Quarterstaff, 6 Goodberries, Dispel Magic Infusion, Cure Mod Wds Infusion, Tree Shape Infusion x2, Warp Wood Infusion, Forestfold Infusion (MotW);
Spells (DC 13+level): 6/5/4/4/2
0th - Scarecrow, Guidance, Know Direction, Light, Create Water, Resistance
1st - Camouflage, Cure Lt Wds, Faerie Fire, Goodberry, Invis to Animals
2nd - Regenerate Mod Wds, Might of the Oak, Green Blockade, Barkskin
3rd - Protection from Elements, Plant Growth, Spikes (DotF), Cure Mod Wds
4th - Control Plants, Summon Nature's Ally IV
8 Woodstingers
Woodstinger
Tiny Fey
HD: 1d6 (3 HP);Init: +3; Speed: 20', Fly 40' (Poor); AC: 17 (Touch 15, FF 14); BAB: +0; Attacks: Bite +5 melee, 1d6-2+poison, 20/x2; Special: Spikes, Pant-like, Wood Sense; Saves: Fort +0, Ref +5, Will +4; Abilities: Str-7, Dex-16, Con-11, Int-12, Wis-14, Cha-13; Skills: Hide +15*, Move Silently +7, Escape Artist +7, Intimidate +5, Bluff +5, Craft (Traps) +5, Listen +8, Spot +8, Search +3; Feats: Weapon Finesse (Bite), Dodge; Equipment: None;
Poison (Su) – The Wood Stinger’s teeth are coated with a sticky black sap that has magical effects. The poison has initial damage of Slow (1 minute) and secondary damage of Paralysis (1 hour). The save DC is 10.
Plant-like (Ex) – Although a Wood Stinger is a fey creature, its anatomy is nearly identical to that of a plant. As such, it gains many of the qualities of a plant creature. A Wood Stinger is immune to poison, polymorph, sleep, paralysis, stunning. It is not subject to critical hits.
Wood Sense (Ex) – A Wood Stinger can automatically sense the presence of any creature within 60’ that is in contact with vegetation, even if the Wood Stinger is not in contact with that same vegetation itself.
Spikes (Ex) – As a standard action, a Wood Stinger can fire a number of sharp, thorny spikes equal to its HD. The spikes have a range of 120’ with no range increment, they strike with a +5 bonus to hit, and they inflict 1d6-2 points of damage. The Wood Stinger can use this ability once per day.
Skills – A Wood Stinger’s body is well camouflaged to blend into the forest surroundings. Therefore, it gains a +5 racial bonus on Hide checks when it is in a forested area.
Tactics
Kisishtri tracked the party until he reasoned they were less than 1/2 hour away. Then he stopped to cast: Might of the Oak, Spikes, Barkskin, Protection From Elements: Fire, Camouflage. That gave him the following adjusted stats:
AC: 17 (Touch 10, FF 17); Attacks: Quarterstaff +12/+7 melee, 1d6+14, 19-20/x2; Reflex +2; Hide +14; Fire Protection 96 points;
When combat begins, Kisishtri starts by trying to cast Summon Nature's Ally IV to summon an Assassin Vine on a spellcaster while the Woodstingers run interference. He then casts Plant Growth to create a massive thicket, trapping the party. Visual distance within the thicket is limited to 10'.
Kisishtri follows by moving through the thicket toward the center of the party and casting Control Plants, allowing him to entangle everything but himself within a 45' radius. If he has the time, Kisishtri will then cast Regenerate Moderate Wounds before walking through the thicket to the (hopefully) isolated characters and finishing them off one-by-one with his very deadly staff.
Treasures/Rewards
The only treasure or reward to be gained from this encounter is Kisishtri's equipment, worth a total of roughly 25000 gp.