Druid

Druid

Medium humanoid (any race), any alignment

2
Challenge Rating
450 XP

Druids, while typically portrayed as heroic and nature-loving characters in traditional lore, can also be adapted as formidable monsters in certain scenarios. As monstrous druids, they embody a darker aspect of their nature-oriented powers and become guardians or manipulators of the natural world with a more malevolent intent.

Druids often appear as twisted and corrupted versions of their former selves. Their once serene and benevolent demeanor is replaced with a feral and wild presence. They are deeply connected to the forces of nature and use their abilities to manipulate and control the environment to suit their twisted desires.

These druids harness dark magic and command the powers of decay, disease, and pestilence. They may summon and control vicious creatures of the wild, such as poisonous snakes, swarms of insects, or corrupted plant creatures. Their spells and abilities are often focused on spreading blight, summoning natural disasters, or unleashing savage animalistic attacks.

Druids can be found in hidden groves, cursed forests, or desolate swamps, where they hold sway over the corrupted wilderness. They may be aligned with dark entities or malevolent deities, using their powers to further their sinister agendas.

Encountering a druid is a dangerous affair, as they are skilled in combat, possess heightened senses, and can shapeshift into savage animal forms. Their connection to nature grants them a deep understanding of the environment, allowing them to set deadly traps, manipulate terrain, and summon allies to aid in their defense.

Special Abilities

Spellcasting

The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:

– Cantrips (at will): druidcraft, produce flame, shillelagh
– 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave
– 2nd level (3 slots): animal messenger, barkskin

Actions

  • Quarterstaff: Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with shillelagh.
Armor Class: 11 (DEX), 16 (spell: Barkskin)
Hit Points: 27 (5d8+5)
Speed: 30 ft. (walk)
str
10
+0
dex
12
+1
con
13
+1
int
12
+1
wis
15
+2
cha
11
+0
Proficiency Bonus: +2

Proficiencies

  • Skill: Medicine +4
  • Skill: Nature +3
  • Skill: Perception +4

Senses

  • Passive Perception: 14
Languages: Druidic plus any two languages
Environment: Arctic, Coastal, Desert, Forest, Grassland, Hill, Mountain, Swamp, Underdark

Credits: SRD 5.1