Druid
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Druid Statblocks
Druid
Druid
Summoned with Foe FoundryMedium 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) poison damage.
Commune with Land (1/day). The druid communes with the land, causing earth spirits to arise in a 30 foot emanation around it. Hostile creatures in that area must make a DC 13 Strength saving throw. On a failure, they take 12 (5d4) bludgeoning damage and are knocked Prone. 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 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
Druid Greenwarden
Druid Greenwarden
Summoned with Foe FoundryMedium 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 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.
Bestial Fury (1/day). 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.
Blizzard (Recharge 5-6). The druid summons the heart of a howling blizzard at an unoccupied point it can see within 60 feet, creating a Heart of the Blizzard Token (AC/DC 12, 3 Charges). Howling wind and snow fills a 30-foot emanation from the token. Any creature that ends its turn in the area must make a DC 15 Constitution saving throw. On a failed save, it takes 21 (6d6) cold damage and is Frozen (escape DC 15). A Frozen creature is partially encased in ice. It has a movement speed of zero, attacks made against it are at advantage, and it is vulnerable to bludgeoning and thunder damage. A creature may use an action to perform a DC 15 Strength (Athletics) check to break the ice and end the condition. The condition also ends whenever the creature takes any bludgeoning, thunder, or fire damage.
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
Reactions
Guidance (3/day). The druid grants guidance to a friendly creature within 60 feet. The chosen creature may add a d4 to a failed d20 test.
Archdruid of the Old Way
Archdruid of the Old Way
Summoned with Foe FoundryMedium 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)
Traits
Drown Out the Noise. Any creature that begins to cast a spell with a verbal component within 10 feet of the druid must choose to either take 15 (6d4) thunder damage or be unable to cast the spell.
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
Archdruid of the First Grove
Archdruid of the First Grove
Summoned with Foe FoundryMedium 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 Poison Darts or 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 (1/day). 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.
Poison Darts (Recharge 5-6). The druid throws poisoned darts at a target within 30 feet. The target must make a DC 19 Dexterity save. On a failure, the target takes 45 (13d6) poison damage and is Poisoned (save ends). While poisoned in this way, the target is Weakened. A weakened creature deals half damage with its spells and attacks and has disadvantage on Strength ability checks and saving throws.
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
Druidic Healing (6/day). The druid utters a word of primal encouragement to a friendly ally it can see within 60 feet. The ally regains 23 hitpoints.
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.