The material below is designated as Open Game Content
Medium Monstrous Humanoid (Druid 5, Ranger 3)
Hit Dice: 10d8 (45 hp)
Speed: 30 ft. (6 squares)
Armour Class: 17 (+2 Dex, +2 natural, +3 hide armour), touch 12, flat-footed 15
Base Attack/Grapple: +8/+9
Attack: Hooked claw +9 melee (1d8+1) or masterwork longbow +12 ranged (1d8 plus poison)
Full Attack: Hooked claw +9/+4 melee (1d8+1) or masterwork longbow +12/+7 ranged (1d8 plus poison) Space/Reach: 5 ft./5 ft.
Special Attacks: Hooked claw, poison
Special Qualities: Animal companion, favoured enemy (humans), low-light vision, nature sense, trackless step, resist nature’s lure, wild empathy, wild shape 1/day, woodland stride
Saves: Fort +7, Ref +8, Will +9
Abilities: Str 12, Dex 15, Con 11, Int 10, Wis 15, Cha 8
Skills: Climb +5, Concentration +5, Craft (woodworking) +6, Diplomacy +4, Handle Animal +5, Heal +2, Hide +10, Knowledge (nature) +7, Listen +7, Move Silently +8, Spellcraft +5, Spot +8, Survival +12 Feats: EnduranceB, Natural Spell, Point Blank Shot, Rapid ShotB, TrackB, Weapon Focus (longbow) Challenge Rating: 9 Daunt captains are the leaders of the daunt hunting parties, sent to deal with the most dangerous threats to the woodland. They are trained in the ways of both rangers and druids; they scout ahead in the form of ravens or wolves, then transform back into humanoid form to attack with a hail of lethally accurate arrows.
Equipment: 9,400 gp worth of items; usually a potion of haste, potion of heroism, potion of cure serious wounds, scroll of flame strike and set of pipes of haunting.
Spells: (5/4/3/1, spell save DC 12 + spell level): 0th – Create water, cure minor wounds x2, flare, light; 1st – entangle x2, longstrider, speak with animals; 2nd – bear’s endurance, cat’s grace, fog cloud; 3rd – call lightning.