Troglodyte Druid CR 3

Fire is the way and the path to enlightenment. So sayeth the Troglodyte druids.

Male Troglodyte Druid 3 (CR 3)

NE Medium Humanoid (Reptilian)
Init +0; Senses Darkvision (90 feet); Perception +8
Aura Stench (30 feet, 10 rounds) (DC 15)

DEFENSE
AC 21, touch 10, flat-footed 21 (+4 armor, +7 natural)
hp 45 (5d8+18)
Fort +11, Ref +1, Will +5
Immune fire

OFFENSE
Speed 20 ft.
Melee Bite (Troglodyte) +6 (1d4+3) and Claw x2 (Troglodyte) +6 x2 (1d4+3) or Mace, Heavy +6 (1d8+3)
Spell-Like Abilities Fire Dart
Druid Spells Known (CL 3, 6 melee touch, 3 ranged touch):
2 (2/day) Flaming Sphere (DC 14), Flame Blade, Produce Flame
1 (3/day) Burning Hands (DC 13), Faerie Fire, Cure Light Wounds (DC 13), Entangle (DC 13)
0 (at will) Detect Magic, Flare (DC 12), Guidance, Resistance

STATISTICS
Str 16, Dex 10, Con 17, Int 9, Wis 14, Cha 13
Base Atk +3; CMB +6; CMD 16
Feats Combat Casting, Druid Weapon Proficiencies, Great Fortitude, Toughness +5
Skills Acrobatics -3, Climb +0, Escape Artist -3, Fly -3, Heal +6, Intimidate +4, Perception +8, Ride -3, Spellcraft +3, Stealth +3, Survival +8, Swim +0Modifiers +4 Stealth in rocky areas
Languages Draconic, Druidic
SQ Druid Domain: Fire, Nature Sense (Ex), Spontaneous Casting, Trackless Step (Ex), Wild Empathy +4 (Ex), Woodland Stride (Ex)
Combat Gear Mace, Heavy, Hide; Other Gear Amulet of Natural Armor +1, Potion of Cure Light Wounds

SPECIAL ABILITIES
+4 Stealth in rocky areas (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (90 feet) You can see in the dark (black and white vision only).
Druid Domain: Fire Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Fire Dart (1d6+1) (5/day) (Sp) 30' Ranged touch attack deals 1d6+1 Fire damage.
Immunity to Fire You are immune to fire damage.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Stench (30 feet, 10 rounds) (DC 15) A creature with the stench special ability secretes an oily chemical that nearly every other creature finds offensive. All living creatures (except those with the stench special ability) within 30 feet must succeed on a Fortitude save (DC 10 + 1/2 st
Trackless Step (Ex) You do not leave a trail as you move through natural suroundings.
Wild Empathy +4 (Ex) Improve the atttitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

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