Druid
Medium Humanoid
- Armor Class: 11
- Hit Points: 39 (6d8+12)
- Speed: walk 30 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie, page 473
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
12 (+1) |
14 (+2) |
12 (+1) |
14 (+2) |
10 (+0) |
- Saving Throws: Str +2, Wis +4
- Skills: animal +0, medicine +4, nature +3, perception +4
- Senses: passive Perception 14
- Languages: Druidic plus any two
Special Abilities
- Spellcasting: The druid is a 4th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12
+4 to hit with spell attacks). They have 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
- Shillelagh (True Form Only): Melee Spell Attack: +4 to hit, reach 5 ft one target. Hit: 6 (1d8 + 2) magical bludgeoning damage.
- Bite (Medium or Large Beast Form Only): Melee Weapon Attack: +4 to hit, reach 5 ft one target. Hit: 11 (2d8 + 2) piercing damage.
- Beast Form: The druid magically transforms into a Large or smaller beast or back into their true form. While in beast form they retain their game statistics can't cast spells and can't speak. The druids Speed increases by 10 feet and when appropriate to their beast form they gain climb fly or swim speeds of 40 feet. Any equipment the druid is wearing or wielding merges into their new form.
- Produce Flame (Cantrip; V, S): Ranged Spell Attack: +4 to hit, range 30 ft one target. Hit: 4 (1d8) fire damage.
- Entangle (1st-Level; V, S, Concentration): Vines erupt in a 20-foot square centered on a spot on the ground within 120 feet. The area is difficult terrain for 1 minute. Each creature in the area when the spell is cast makes a DC 12 Strength saving throw. On a failure it is restrained by vines. A creature restrained in this way can use its action to make a Strength check (DC 12) freeing itself on a success.
- Thunderwave (1st-Level; V, S): Thunder rolls from the druid in a 15-foot cube. Each creature in the area makes a DC 12 Constitution saving throw. On a failure a creature takes 9 (2d8) thunder damage and is pushed 10 feet from the druid. On a success a creature takes half damage and is not pushed.
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