Local Herbalist

Level 1
Creature· humanMediumRemaster
AC
13
HP
24
Speed
25 ft.
Perception
+7
Fort
+8
Ref
+5
Will
+9
Languages common
Skills nature +7, survival +7, crafting +6, diplomacy +4
Recall Knowledge DC 15 (society)

Attacks

Melee Staff +5 (two-hand-d8), Damage 1d4+2 bludgeoning
Melee Fist +5 (agile, nonlethal, unarmed), Damage 1d4+2 bludgeoning
Melee Fungal Spores +7 (fungus, poison), Damage 1d4 poison plus 1d4 poison

Abilities

Herbalism Specialistinteraction

For encounters involving collecting herbs or making medicine from them, the local herbalist is a 3rd-level challenge.

Natural Medicineinteraction

The herbalist can use Nature instead of Medicine to Treat Wounds or Administer First Aid, and gains a +3 circumstance bonus to the check if they're in the wilderness with access to fresh herbal ingredients.

Saving Touch

Frequency once per 10 minutes

Trigger An ally close enough for the herbalist to reach with a Stride is reduced to 0 Hit Points


Effect The herbalist Strides until adjacent to the ally and Administers First Aid to that ally.

Prompt Poultice

Frequency once per day


Effect The local herbalist quickly mixes together a potent healing salve with the most precious ingredients from their medicine bag. They create a temporary lesser elixir of life. This elixir remains potent for 1 round before becoming sour and useless.

Local herbalists use their understanding of the natural world to heal and restore balance. Most join a secret lodge that teaches these ancient arts.


The world is a dangerous place. Thankfully, there are those who devote their lives to easing the pain and suffering of others.