The members of the Cenarion Circle are druids, and thus use the same tactics as all druids. While each operative's preferred method varies, all of them use nature as their foremost ally. After all, no intelligent creature is as reliable as the earth, the trees and the wind. The druids of the Cenarion Circle create walls of spiky thorns and command roots to entangle their foes, restricting their maneuverability and speed. The druids then cast spells on themselves and their allies to increase their prowess in battle and summon different animals to fight on their side. They also use lethal spells to bring down their enemies, targeting arcanists whenever they can.
CenaRion Subversive, 4th-Level DRuid/3Rd-Level SubveRsive*/2nd-Level TauRen Female Tauren: CR 9; Medium humanoid (tauren); HD 9d8+9, hp 53; Init +1; Spd 30 ft.; AC 19, touch 11, flat-footed 18; Base Atk +7; Grp +10; Atk +12 melee (2d8+6, tauren totem); Full Atk +12/+7 melee (2d8+6, tauren totem); SA nature's snare (terror trap), spells, tauren charge; SQ defensive positioning +1, rebuke animals, spells, strider, wild empathy, wild shape, tauren traits; AL NG; SV Fort +10, Ref +8, Will +8; Str 17, Agy 13, Sta 13, Int 8, Spt 16, Cha 12.
Languages Spoken: Common and Taur-ahe.
Skills: Handle Animal +11, Knowledge (nature) +13, Survival +21.
Feats: Brew PotionB, Bond with the Landt, Dodge, Exotic Weapon Proficiency (tauren totem) B, Follower of the Totem, Track.
Druid Spells (4/4/3; save DC 13 + spell level); Subversive Spells (2/1; save DC 13 + spell level): The Cenarion's subversive's high Spirit score allow her to prepare 9 spells per level; she can prepare many of the spells on the druid and subversive spell lists.
Domain Spells: 1st—roar; 2nd—moonfire.
Domain: Wild (swiftpaws ( + 10 ft. speed in animal form)).
Subversive Spells (2/1; save DC 13 + spell level): The Cenarion subversive's high Spirit score allows her to prepare 9 spells per level; she can prepare many of the spells on the subversive spell list.
Possessions: +2 tauren totem of stunning, leafmailt, amulet of natural armor* +2, two cure moderate wounds potions.
* See Chapter 3: Prestige Classes.
t See the Alliance Players Guide.
* See the Monster Guide.
CenaRion EmissaRy, 4th-Level Scout/1st-Level DRuid/7th-Level Vindicator* Female Night Elf: CR 12; Medium humanoid (night elf); HD 5d8+7d10+12, hp 76; Init +3; Spd 30 ft.; AC 23, touch 13, flat-footed
20; Base Atk +10; Grp +12; Atk +18 melee (2d4+7/15-20, moon sword); Full Atk +18/+13 melee (2d4+7/15—20, moon sword); SA hunter's mark +4, revenge 3/day, silent seething 3/day, spells; SQ low-light vision, fearless, nature sense, strider, trackless step, turn animals, uncanny dodge, wild healing, woodland stride, night elf traits; AL CG; SV Fort +9, Ref +9, Will +11; Str 15, Agy 16, Sta 12, Int 10, Spt 16, Cha 9.
Languages Spoken: Common and Darnassian.
Skills: Gather Information +9, Heal +10, Knowledge (local) +12, Spot +10, Stealth +9, Survival +22.
Feats: Brew PotionB, Careful Strike, Concussive ShotBt, Counterattack, Dodge, Skill Focus (Gather Information), TrackB, Weapon Focus (moon sword).
Druid Spells (3/2; save DC 13 + spell level): The Cenarion vindicator's high Spirit score allows her to prepare 9 spells per level; she can prepare many of the spells on the druid spell list.
Domain: Animal (speak with animals 1/day).
Possessions: +4 keen moon sword, leafmail*, +2 heavy wooden shield of arrow deflection, drakeclaw ring, minor blackstone ring, two potions of cure serious wounds.
* See Chapter 3: Prestige Classes.
t See Chapter 2: Class Options.
* See the Alliance Players Guide.
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