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) fire 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 13 Strength saving throw. On a failure, they take 12 (5d4) 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 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

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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)

Traits

Hoarfrost. When a creature within 10 feet of the druid takes cold damage, it must make a DC 15 Constitution saving throw. On a failure, it is Frozen (escape DC 13) until the end of its next turn. 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 13 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.

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.

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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 Stormcaller's Fury 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.

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 16 Dexterity saving throw, taking 27 (5d10) 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 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: EntangleÈ», Faerie FireÈ», 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 22 hitpoints.

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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 (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.

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 19 Dexterity saving throw. On a failure, the target takes 66 (12d10) 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 19):

1/day each: EntangleÈ», Faerie FireÈ», Plant Growth, Ice Storm (5th), Moonbeamc (5th), Reverse Gravityc, Sunburst

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.

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.