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) 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).
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 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.
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 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.
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 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.