Druid
We're still working on the lore for this creature, but the stats are ready to go!
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) 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: EntangleÈ», Faerie FireÈ», Moonbeamc
Bonus Actions
Ancestral Totem (1/day). The druid creates a Ancestral Totem Token (AC/DC 10, 3 Charges) in an unoccupied space within 5 feet. Whenever a friendly creature within 30 feet of the totem fails a d20 test, the totem consumes a charge and turns the failure into a success.
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) poison damage.
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: EntangleÈ», Faerie FireÈ», Moonbeamc (3rd), Plant Growth, Ice Storm
Bonus Actions
Ancestral Totem (1/day). The druid creates a Ancestral Totem Token (AC/DC 12, 3 Charges) in an unoccupied space within 5 feet. Whenever a friendly creature within 30 feet of the totem fails a d20 test, the totem consumes a charge and turns the failure into a success.
Reactions
Poisonous Burst. When the druid dies, they release a spray of poison. Each creature within 25 ft must succeed on a DC 15 Constitution save or take 7 (2d6) poison damage.
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)
Actions
Multiattack. The druid makes four Staff of the Wild attacks. It may replace three attacks with a use of its Tempest Surge or 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 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 18 Strength saving throw. On a failure, they take 62 (25d4) bludgeoning damage and are knocked Prone. On a success, they take half damage instead.
Bestial Fury (1/day). 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.
Tempest Surge (Recharge 5-6). The druid sends out arcs of lightning at a creature it can see within 60 feet. The creature must make a DC 18 Dexterity saving throw. On a failure, the target takes 49 (9d10) lightning damage and is Shocked for 1 minute (save ends at end of turn). On a success, the creature takes half damage instead. A Shocked creature is Dazed and drops whatever it is carrying.
Spellcasting. The druid casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 18):
1/day each: EntangleÈ», Faerie FireÈ», 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 Stormcaller's Fury 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.
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 17 Dexterity saving throw, taking 38 (7d10) 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 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: EntangleÈ», Faerie FireÈ», Plant Growth, Ice Storm (5th), Moonbeamc (5th), Reverse Gravityc, Sunburst
Bonus Actions
Ancestral Totem (1/day). The druid creates a Ancestral Totem Token (AC/DC 16, 3 Charges) in an unoccupied space within 5 feet. Whenever a friendly creature within 30 feet of the totem fails a d20 test, the totem consumes a charge and turns the failure into a success.
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.