Druid

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Druid

Druid Statblocks

Druid

Druid

Summoned with Foe Foundry

Medium Humanoid (Human, 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.

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

Healing Totem (1/day). The druid creates a Healing Totem Token (AC/DC 10, 3 Charges) in an unoccupied space within 5 feet. Whenever a friendly creature within 30 feet of the totem is reduced to 0 hit points, the totem consumes a charge and restores that creature to 5 hit points.

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Druid Greenwarden

Druid Greenwarden

Summoned with Foe Foundry

Medium Humanoid (Human, 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.

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 15 Dexterity saving throw. On a failure, the target takes 38 (7d10) 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 15):

1/day each: EntangleÈ», Faerie FireÈ», Moonbeamc (3rd), Plant Growth, Ice Storm

Bonus Actions

Earthbind Totem (1/day). The druid creates a Earthbind Totem Token (AC/DC 12, 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 12 Strength save or become Restrained (save ends end of turn).

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Archdruid of Old Way

Archdruid of Old Way

Summoned with Foe Foundry

Medium Humanoid (Human, 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 Stormcaller's Fury, 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.

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.

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

Bonus Actions

Healing Totem (1/day). The druid creates a Healing Totem Token (AC/DC 15, 3 Charges) in an unoccupied space within 5 feet. Whenever a friendly creature within 30 feet of the totem is reduced to 0 hit points, the totem consumes a charge and restores that creature to 15 hit points.

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Archdruid of the First Grove

Archdruid of the First Grove

Summoned with Foe Foundry

Medium Humanoid (Human, 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

Seal of Silence. When the druid succeeeds on a saving throw against a spell cast by a creature it can see, the caster of the spell makes a DC 19 Constitution saving throw. On a failure, the caster is magically unable to speak or cast spells with a vocal component until the end of the caster's next turn.

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) fire 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: EntangleÈ», Faerie FireÈ», 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.

Reactions

Deflect Missile. When the druid is hit by a ranged attack, it can use its reaction to reduce the damage taken by 15.

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.