Arriving at the Spring of Air, there is a softly bubbling pool with a river leading back into a densely wooded swamp. There to greet you is a lizardfolk riding a large hippopotamus flanked by several other lizardfolk dressed in leaf armor.
"Welcome to the Spring of Air," the lead lizardfolk proclaims to the gathered crowd. "You are welcome to hunt, but have respect for the creatures and spirits of the waters. Good Luck." So saying, they bow from the back of their hippo and gesture at the river path.
If the players decide to talk to the Elder, they will happily give them information about the denizens of the spring, including approximate encounter rates. No other information is available.
N Lizardfolk Druid 20
Init 4; Perception 18
DEFENSE
AC 25; Touch 14; Flat-Footed 25
HP 121
Fort 13 (+4 vs spell-like and supernatural fey abilities); Ref 8 (+4 vs spell-like and supernatural fey abilities); Will 18 (+4 vs spell-like and supernatural fey abilities)
OFFENSE
Speed 30; Swim 30;
Melee 17 Impact Wounding Quarterstaff (1d8+2+1 bleed, 19-20x2); b;
Spells Known/Prepared
9th—Clashing Rocks, Regenerate, Summon Nature's Ally IX, Polar Midnight
8th—Control Plants, Euphoric Tranquility, Summon Nature's Ally VIII, Frightful Aspect
7th—Animate Plants, Control Weather, Legendary Proportions, Summon Nature's Ally VII
6th—Cyclic Reincarnation, Liveoak, Summon Nature's Ally VI, Move Earth
5th—Animal Growth, Cure Critical Wounds, Raise Animal Companion, Summon Nature's Ally V, Tree Stride
4th—Cure Serious Wounds, Freedom of Movement, Protection from Energy, Communal, Summon Nature's Ally IV, Command Plants
3rd—Call Lightning, Companion Mind Link, Cure Moderate Wounds, Dominate Animal, Summon Nature's Ally III
2nd—Alpha Instinct, Animal Messenger, Endure Elements, Communal, Hold Animal, Summon Nature's Ally II
1st—Call Animal, Calm Animals, Charm Animal, Cure Light Wounds, Endure Elements, Summon Nature's Ally I
0th—Chameleon Scales, Detect Magic, Purify Food and Drink, Read Magic
STATISTICS
Str 14, Dex 10, Con 13, Int 14, Wis 20, Cha 16
Base Atk 15; CMB 17; CMD 27
Feats Country Born, Alertness, Animal Affinity, Combat Casting, Conceal Scent, Lightning Reflexes, Persuasive, Improved Initiative, Improved Critical, Critical Focus
Skills climb 13, craft: Alchemy 13, diplomacy 12, fly 11, handle Animal 16, heal 16, intimidate 13, knowledge Geography 13, knowledge Nature 15, linguistics 3, perception 18, ride 13, sense Motive 15, spellcraft 13, survival 18, swim 21
Languages Lizardfolk, common, druidic
SQ Nature Bond: animal companion (hippopotamus) (Su), Wild Empathy (Ex), Woodland Stride (Ex), Trackless Step (Ex), Resist Nature's Lure (Su), Wild Shape (Sp), Venom Immunity (Ex), A Thousand Faces (Su), Timeless Body (Su), Home Ground (Ex)
Gear Weapon: Impact Wounding Quarterstaff, Armor: +5 Leaf Armor, Eyes: Spectacles of Understanding, Feet: Boots of the Mire, Hands: Gloves of the Commanding Conjurer, Neck: Amulet of Natural Armor +3, Arms: Bracers of Armor +3; Money 200 pp
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
DEFENSE
AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
hp 97 (16d8+28)
Fort +13 (+10 vs. nonmagical disease), Ref +10, Will +6
Defensive Abilities sweat
OFFENSE
Speed 40 ft.
Melee bite +16 (2d8+6)
Space 10 ft.; Reach 5 ft.
Special Attacks capsize, trample (1d8+6, DC 17)
STATISTICS
Str 19, Dex 10, Con 16, Int 2, Wis 13, Cha 5
Base Atk +5; CMB +10; CMD 20 (24 vs. trip)
Feats Endurance, Improved Initiative, Power Attack, Skill Focus (Perception), Ferocious Beast, Intercept Blow, Valiant Steed, Disruptive Companion
Skills Intimidate +16, Perception +8, Stealth +1 (+11 underwater), Swim +11; Racial Modifiers +10 Stealth underwater
SQ hold breath
SPECIAL ABILITIES - Link, Share Spells, Evasion, Devotion, Multiattack, Improved Evasion
Capsize (Ex) - A hippopotamus can overturn a boat of its size or Smaller by ramming it as a charge attack and making a CMB check. The DC of this check is 25 or the result of the boat captain’s Profession (sailor) check, whichever is higher.
Sweat (Ex) - A hippo’s reddish sweat protects it from nonlethal damage from hot environments, and grants it a +2 racial bonus on saving throws against nonmagical disease.
N Lizardfolk Ranger 10
Init 4; Perception 13
DEFENSE
AC 18; Touch 15; Flat-Footed 14
HP 79
Fort 9; Ref 11; Will 6
OFFENSE
Speed 30; Swim 30;
Ranged 15 Keen Longbow (1d8+4, 19-20x3); p;
Spells Known/Prepared
3rd—Instant Enemy
2nd—Barkskin, Cure Light Wounds
1st—Abundant Ammunition, Animal Messenger, Keen Senses
STATISTICS
Str 10, Dex 18, Con 14, Int 14, Wis 16, Cha 10
Base Atk 10; CMB 10; CMD 24
Feats Precise Shot, Bullseye Shot, Coordinated Shot, Rapid Shot, Weapon Focus (bow), Point Blank Shot, Point Blank Master, Pinpoint Targeting, Endurance
Skills climb 14, craft: Tanning 11, handle Animal 10, heal 13, intimidate 10, knowledge Dungeoneering 5, knowledge Geography 12, knowledge Nature 11, linguistics 3, perception 13, ride 7, spellcraft 11, stealth 14, survival 13, swim 17
Languages lizardfolk, common
SQ Favored Enemy (human) (Ex), Favored Enemy (orc) (Ex), Favored Enemy (dwarf) (Ex), Track (Ex), Wild Empathy (Ex), Combat Style (archery) (Ex), Favored Terrain (swamp) (Ex), Hunter's Bond: Animal Companion (snake) (Su), Woodland Stride (Ex), Swift Tracker (Ex), Evasion (Ex)
Gear Weapon: Keen Longbow, Armor: Expeditious Leaf Armor, Bag: Masterwork Backpack, Kit: Ranger's Kit, Kit: Animal Call Kit, trumpeter swan, Clothing: kilt, Clothing: poncho, Clothing: wide straw hat, Ring: Ring of Climbing, Campfire Bead; Money 4 gp, 19 pp, 2 sp
This large snake has a thick, muscular body and dull green scales decorated with dirty brown stripes.
N Medium animal
Init +3; Senses scent; Perception +12
DEFENSE
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 32 (6d8+6)
Fort +6, Ref +9, Will +3
OFFENSE
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +7 (1d4+4 plus grab)
Special Attacks constrict (1d4+4)
STATISTICS
Str 19, Dex 19, Con 12, Int 1, Wis 12, Cha 2
Base Atk +4; CMB +7 (+11 grapple); CMD 20 (can’t be tripped)
Feats Skill Focus (Perception), Toughness
Skills Acrobatics +15, Climb +11, Perception +12, Stealth +11, Swim +11; Racial Modifiers +4 Perception, +4 Stealth,+8 Acrobatics
SQ - Link, Share Spells, Evasion, Devotion