Game Mastery Guide | Monsters | Frontier | Hermit

Hermit

Super Race: human druid 7. Cr: 6. Xp: 2,400. Alignment: N. Size: Medium. Creature Type: Humanoid.
Init: +0. Senses: Perception +10. Ac: 11, touch 10, flat-footed 11 (+1 armor).
Hp: 38 (7d8+7).
Fortitude: +7. Reflex: +3. Will: +10; +4 vs. fey and plant-targeted effects. Defensive Abilities: resist nature's lure.
Speed: 30 ft.. Melee: quarterstaff +4 (1d6-1). Special Attacks: wild shape 2/day. Strength: 8. Dexterity: 10. Constitution: 13. Intelligence: 14. Wisdom: 18. Charisma: 12.
Base Attack: +5. Cmb: +4. Cmd: 14.
Feats: Blind-Fight, Combat Casting, Craft Wand, Natural Spell, Self-Sufficient.
Skills: Fly +10, Handle Animal +11, Heal +18, Knowledge (dungeoneering) +5, Knowledge (geography) +10, Knowledge (nature) +12, Linguistics +5, Perception +10, Profession (gardener) +10, Profession (herbalist) +10, Spellcraft +6, Survival +18, Swim +4.
Languages: Aquan, Auran, Common, Ignan, Sylvan, Terran. Special Qualities: nature bond (owl animal companion), nature sense, trackless step, wild empathy +8, woodland stride. Combat Gear: wands of cure light wounds, detect animals or plants, faerie fire, lesser restoration, speak with animals (50 charges each). Other Gear: quarterstaff, bracers of armor +1, cloak of resistance +1, antitoxin (2), healer's kit, wooden holy symbol. Boon: A hermit can offer healing, food, and shelter for up to a week. A hermit can also arrange a meeting with a sentient creature or wilderness NPC with a +5 bonus on related Diplomacy checks due to the hermit's reputation..
druid spells prepared: (CL 7th; concentration +11)

4th-air walk, flame strike (DC 18)

3rd-call lightning (DC 18), speak with plants, stone shape

2nd-flaming sphere (DC 18), hold animal (DC 18), resist energy, tree shape

1st-cure light wounds, endure elements, hide from animals, longstrider, produce flame

0 (at will)-create water, guidance, mending, purify food and drink


Hermits are lonely dwellers in the wilderness, eking out an existence in harmony with nature and delighting in their solitude, far from the noise and bustle of civilization. Hermits can act as woodland sentinels, spying on trespassers. Hermits rarely have companions other than animals, but they may occasionally have a pilgrim or a pair of vagabonds as guests (CR 7) or take counsel with a shaman and beast master (CR 9) whose tribe lives nearby.