Druid

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Druid

Druid Statblocks

Druid

Druid

Summoned with Foe Foundry

Medium Humanoid (Druid)

AC 13 (Studded Leather Armor) Initiative +1 (11)

HP 45 (7d8 + 14)

Speed 30 ft.

Mod Save
Str 10 +0 +0
Dex 12 +1 +1
Con 14 +2 +2
Mod Save
Int 12 +1 +1
Wis 16 +3 +3
Cha 11 +0 +0

Skills Nature +3, Medicine +5, Perception +5

Senses Passive Perception 15

Languages Common, Druidic, Sylvan

CR 2 (450 XP; PB +2)

Actions

Multiattack. The druid makes two Staff of the Wild attacks.

Staff of the Wild. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) bludgeoning damage and 3 (1d6) cold damage.

Bestial Fury (Recharge 5-6). The druid temporarily transforms into a bestial form until the end of its turn and gains 10 hitpoints. While in the form, it claws at a nearby creature within 10 feet. The creature must make a DC 13 Dexterity saving throw. On a failure, the creature takes 17 (5d6) slashing damage and is pushed back 10 feet. On a success, it takes half damage instead.

Spellcasting. The druid casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):

1/day each: EntangleȻ, Faerie FireȻ, Moonbeamc

Bonus Actions

Earthbind Totem (1/day). The druid creates a Earthbind Totem Token (AC/DC 10, 3 Charges) in an unoccupied space within 5 feet. Whenever a creature ends its turn within 30 feet of the the totem it must make a DC 10 Strength save or become Restrained (save ends end of turn).

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Druid Greenwarden

Druid Greenwarden

Summoned with Foe Foundry

Medium Humanoid (Druid)

AC 13 (Studded Leather Armor) Initiative +1 (11)

HP 110 (17d8 + 34)

Speed 30 ft.

Mod Save
Str 12 +1 +1
Dex 13 +1 +1
Con 14 +2 +2
Mod Save
Int 14 +2 +2
Wis 18 +4 +4
Cha 13 +1 +1

Skills Nature +5, Medicine +7, Perception +7

Senses Passive Perception 17

Languages Common, Druidic, Sylvan

CR 6 (2,300 XP; PB +3)

Actions

Multiattack. The druid makes three Staff of the Wild attacks. It may replace two attacks with a use of its Stormcaller's Fury or Spellcasting.

Staff of the Wild. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) bludgeoning damage and 3 (1d6) lightning damage.

Stormcaller's Fury. The druid calls down lightning on a point it can see within 120 feet. Each creature within 5 feet of the point must make a DC 13 Dexterity saving throw, taking 22 (4d10) lightning damage on a failure and half damage on a success. If stormy conditions are present then this save is made with disadvantage.

Bestial Fury (Recharge 5-6). The druid temporarily transforms into a bestial form until the end of its turn and gains 20 hitpoints. While in the form, it claws at a nearby creature within 10 feet. The creature must make a DC 15 Dexterity saving throw. On a failure, the creature takes 49 (14d6) slashing damage and is pushed back 10 feet. On a success, it takes half damage instead.

Spellcasting. The druid casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15):

1/day each: EntangleȻ, Faerie FireȻ, Moonbeamc (3rd), Plant Growth, Ice Storm

Bonus Actions

Primal Mastery (1/day). The druid's next spell or spell attack deals an additional 7 (2d6) Cold, Fire, Lightning, or Thunder damage.

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Archdruid of the Old Way

Archdruid of the Old Way

Summoned with Foe Foundry

Medium Humanoid (Druid)

AC 14 (Studded Leather Armor) Initiative +2 (12)

HP 178 (21d8 + 84)

Speed 30 ft.

Mod Save
Str 12 +1 +1
Dex 15 +2 +2
Con 18 +4 +8
Mod Save
Int 14 +2 +2
Wis 22 +6 +10
Cha 13 +1 +1

Skills Nature +6, Medicine +10, Perception +10

Senses Passive Perception 20

Languages Common, Druidic, Sylvan

CR 12 (8,400 XP; PB +4)

Actions

Multiattack. The druid makes four Staff of the Wild attacks. It may replace two attacks with a use of its Spellcasting.

Staff of the Wild. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 13 (2d6 + 6) bludgeoning damage and 7 (2d6) lightning damage.

Commune with Air (1/day). The druid communes with the air, causing air spirits to arise in a 30 foot emanation around it. Hostile creatures in that area must make a DC 18 Strength saving throw. On a failure, they take 62 (25d4) thunder damage and are pushed up to 30 feet away. On a success, they take half damage instead.

Bestial Fury (Recharge 5-6). The druid temporarily transforms into a bestial form until the end of its turn and gains 40 hitpoints. While in the form, it claws at a nearby creature within 10 feet. The creature must make a DC 18 Dexterity saving throw. On a failure, the creature takes 91 (26d6) slashing damage and is pushed back 10 feet. On a success, it takes half damage instead.

Spellcasting. The druid casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 18):

1/day each: EntangleȻ, Faerie FireȻ, Plant Growth, Ice Storm (5th), Moonbeamc (5th), Reverse Gravityc, Sunburst

Bonus Actions

Gust and Gale (1/day). Each creature within 20 feet of the druid must make a DC 18 Strength saving throw. On a failure, the druid chooses to either pull the creature up to 20 feet closer or push it up to 20 feet away. If the creature fails the save by 5 or more, it is knocked Prone and takes 38 (11d6) bludgeoning damage.

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Archdruid of the First Grove

Archdruid of the First Grove

Summoned with Foe Foundry

Medium Humanoid (Druid)

AC 17 (Studded Leather Armor +2) Initiative +13 (23)

HP 304 (29d8 + 174)

Speed 30 ft.

Mod Save
Str 12 +1 +1
Dex 16 +3 +3
Con 22 +6 +11
Mod Save
Int 14 +2 +2
Wis 23 +6 +11
Cha 13 +1 +1

Skills Nature +7, Medicine +11, Perception +11

Senses Passive Perception 21

Languages Common, Druidic, Sylvan

CR 16 (15,000 XP; PB +5)

Traits

Legendary Prowess (3/day). The druid can choose to succeed on a saving throw or ability check instead of failing. When it does so, it takes 15 force damage.

Actions

Multiattack. The druid makes three Staff of the Wild attacks. It may replace two attacks with a use of its Spellcasting.

Staff of the Wild. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 13 (2d6 + 6) bludgeoning damage and 7 (2d6) lightning damage.

Bestial Fury (Recharge 5-6). The druid temporarily transforms into a bestial form until the end of its turn and gains 50 hitpoints. While in the form, it claws at a nearby creature within 10 feet. The creature must make a DC 19 Dexterity saving throw. On a failure, the creature takes 80 (23d6) slashing damage and is pushed back 10 feet. On a success, it takes half damage instead.

Spellcasting. The druid casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 19):

1/day each: EntangleȻ, Faerie FireȻ, Plant Growth, Ice Storm (5th), Moonbeamc (5th), Reverse Gravityc, Sunburst

Bonus Actions

Windfury Totem (1/day). The druid creates a Windfury Totem Token (AC/DC 16, 3 Charges) in an unoccupied space within 5 feet. Friendly creatures in a 30 foot emanation gain an extra attack.

Gust and Gale (1/day). Each creature within 20 feet of the druid must make a DC 19 Strength saving throw. On a failure, the druid chooses to either pull the creature up to 20 feet closer or push it up to 20 feet away. If the creature fails the save by 5 or more, it is knocked Prone and takes 38 (11d6) bludgeoning damage.

Legendary Actions (3)

Attack. The druid makes a Staff of the Wild attack.

Primal Step. The druid teleports up to 60 feet to a location it can see.

Spellcasting. The druid uses Spellcasting. It can't take this action again until the start of its next turn.