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 (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) cold damage.
Frostbite (Recharge 5-6). The druid causes numbing frost to form on one creature within 60 feet. The target must make a DC 13 Constitution saving throw. On a failure, it suffers 18 (4d8) cold damage and is Frozen (escape DC 13). On a success, it suffers half damage instead. 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.
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
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 (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 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.
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: EntangleȻ, Faerie FireȻ, Moonbeamc (3rd), Plant Growth, Ice Storm
Bonus Actions
Druidic Healing (4/day). The druid utters a word of primal encouragement to a friendly ally it can see within 60 feet. The ally regains 18 hitpoints.
Reactions
Deflect Missile. When the druid is hit by a ranged attack, it can use its reaction to reduce the damage taken by 5.
Archdruid of Old Way¶
Archdruid of Old Way
Summoned with Foe FoundryMedium 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, Insight +10, Medicine +14, Perception +10
Senses Passive Perception 20
Languages Common, Druidic, Sylvan
CR 12 (8,400 XP; PB +4)
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 18 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.
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) poison damage.
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
Encouragement (3/day). The druid encourages another creature within 60 feet. The chosen creature gains 30 temporary hitpoints and may repeat a saving throw against any negative condition affecting them, ending that condition on a success.
Reactions
Deflect Missile. When the druid is hit by a ranged attack, it can use its reaction to reduce the damage taken by 10.
Archdruid of the First Grove¶
Archdruid of the First Grove
Summoned with Foe FoundryMedium 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
Sanctuary. Any creature that attempts to target the druid with a harmful attack, spell, or ability must first succeed on a DC 19 Wisdom saving throw or be unable to target the druid.
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) cold damage.
Frost Nova (Recharge 5-6). The druid blasts out waves of ice. Each other creature within 30 feet must make a DC 19 Constitution saving throw. On a failed save, a creature takes 38 (11d6) cold damage and is Frozen (escape DC 19). On a successful save, it takes only half damage. 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 19 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 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.
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.