Before you stands an unusually tall man with long wiry silver hair and darkly tanned skin. His face is wrinkled with age, and his eyes stare with an intense focus. Despite his advanced years, he looms larger than most other humans, his broad shoulders covered in dark green tattoos that continue down and across his armored chest. He wears a crude leather pack adorned with several small beaded sacks and pouches.
Banthadar, Lord of Locusts (K’naghi Tribe Elder Shaman) CR 6
Male human druid 6
NG Medium humanoid (human)
Init: +1; Senses Perception +11
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 28 (6d8)
Fort +5, Ref +4, Will +9
Defensive Abilities resist nature’s lure
Speed 30 ft.
Melee locust wing fan* +3 (1d6-1/17-20)
Ranged sling +5 (1d4-1)
Special Attacks wild shape 2/day
Spells Prepared (CL 6th; concentration +10)
3rd—cup of dust (DC 17), invisibility, poison (DC 17)
2nd—barkskin [visual effect: harden verdant exoskeleton forms over skin], chill touch (DC 16), gust of wind (DC 16) [visual effect: insect wings appear on casters back and buzz, creating a gust of wind], summon swarm (only Locusts Swarm)
1st—cure light wounds, entangle, goodberry, guidance, call animal (giant locust)
0th—create water, detect magic, know direction, stabilize
Before Combat Banthadar summons locusts just before combat in an attempt to overwhelm his opponents before they can physically engage him.
During Combat Banthadar keeps a distance from melee combat until he believes his enemies have been sufficiently weakened by ranged attacks; then he closes in to melee with his locust wing fan. If he is engaged in a duel instead of fighting for his life, Banthadar does not intentionally kill his opponent, instead ending combat either when they yield or fall unconscious.
Morale Banthadar yields in combat if he drops below 10 hp. If his opponent does not accept his surrender and continues to engage him, he wild shapes into a giant locust and attempts to fly away.
Str 8, Dex 13, Con 10, Int 14, Wis 18, Cha 13
Base Attack +4; CMB +3; CMD 14
Feats Augment Summoning, Exotic Weapon Proficiency (locust wing fan*), Expert Locust Riding*, Natural Spell
Skills Bluff +3, Diplomacy +4, Disguise +3, Fly +5, Handle Animal +10, Heal +10, Knowledge (Arcana) +5, Knowledge (Geography) +7, Knowledge (History) +4, Knowledge (Nature) +11, Knowledge (Religion) +2, Perception +11, Sense Motive +6, Stealth +1, Survival +15, Climb +5
Languages Common (broken), Druidic, Giant, K’naghi (tribal language)
SQ nature bond (giant locust companion), nature sense, trackless step, wild empathy +7, woodland stride
Combat Gear wand of cure light wounds (4 charges), potion of fly; Other Gear+1 hide armor, locust wing fan*, sling with 10 bullets, pearl of power (1st level), leather sack, everburning torch