Druid
Apprentice Druid CR: 1/4 (50 XP)
STR
10 +0
DEX
10 +0
CON
10 +0
INT
10 +0
WIS
14 +2
CHA
11 +0
Spellcasting. The druid is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The druid has the following druid spells prepared:
- Cantrips (at will): druidcraft, poison spray, produce flame
- 1st level (2 slots): entangle, speak with animals, thunderwave
Actions
Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 feet or range 20/60 feet, one target. Hit: 1d4 piercing damage.
Druid CR: 2 (450 XP)
STR
10 +0
DEX
12 +1
CON
12 +1
INT
12 +1
WIS
16 +3
CHA
12 +1
Spellcasting. The druid is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The druid has the following druid spells prepared:
- Cantrips (at will): druidcraft, poison spray, produce flame, shillelagh
- 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave
- 2nd level (3 slots): animal messenger, barkskin, hold person
- 3rd level (2 slots): call lightning
Actions
Quarterstaff. Melee Weapon Attack: +2 to hit (+5 to hit with shillelagh), reach 5 feet, one target. Hit: 1d6 bludgeoning damage, 1d8 bludgeoning damage if wielded with two hands, or 1d8 + 5 bludgeoning damage with shillelagh.
High Druid CR: 6 (2,300 XP)
STR
10 +0
DEX
12 +1
CON
12 +1
INT
14 +2
WIS
18 +4
CHA
14 +2
Spellcasting. The druid is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The druid has the following druid spells prepared:
- Cantrips (at will): druidcraft, poison spray, produce flame, shillelagh
- 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave
- 2nd level (3 slots): animal messenger, barkskin, hold person
- 3rd level (3 slots): call lightning, meld into stone, water breathing
- 4th level (3 slots): dominate beast, wall of fire
- 5th-level (1 slot): commune with nature
Actions
Quarterstaff. Melee Weapon Attack: +3 to hit (+7 to hit with shillelagh), reach 5 feet, one target. Hit: 1d6 bludgeoning damage, 1d8 bludgeoning damage if wielded with two hands, or 1d8 + 7 bludgeoning damage with shillelagh. Change Shape (1/Day). The druid magically polymorphs into a beast with a challenge rating of 3 or less, and can remain in this form for up to 9 hours. The druid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The druid reverts to its true form if it dies or falls unconscious. The druid can revert to its true form using a bonus action on its turn. While in a new form, the druid retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic components in its new form. The new form’s attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.
Archdruid CR: 12 (8,400 XP)
STR
12 +1
DEX
14 +2
CON
14 +2
INT
14 +2
WIS
20 +5
CHA
14 +2
Spellcasting. The archdruid is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following druid spells prepared:
- Cantrips (at will): druidcraft, poison spray, produce flame, shillelagh
- 1st level (4 slots): cure wounds, entangle, longstrider, speak with animals, thunderwave
- 2nd level (3 slots): animal messenger, barkskin, beast sense, hold person
- 3rd level (3 slots): call lightning, conjure animals, meld into stone, water breathing
- 4th level (3 slots): dominate beast, stoneskin, wall of fire
- 5th level (3 slots): commune with nature, mass cure wounds, tree stride
- 6th level (1 slot): sunbeam
- 7th level (1 slot): fire storm
- 8th level (1 slot): animal shapes
- 9th level (1 slot): foresight
Actions
Quarterstaff. Melee Weapon Attack: +6 to hit (+9 to hit with shillelagh), reach 5 feet, one target. Hit: 1d6 + 2 bludgeoning damage, 1d8 + 2 bludgeoning damage if wielded with two hands, or 1d8 + 9 bludgeoning damage with shillelagh. Change Shape (2/Day). The archdruid magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The archdruid reverts to its true form if it dies or falls unconscious. The archdruid can revert to its true form using a bonus action on its turn. While in a new form, the archdruid retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic components in its new form. The new form’s attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.
Remove these ads. Join the Worldbuilders Guild
Comments