Druid
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Druid Statblocks
Druid
Druid
Summoned with Foe FoundryMedium Humanoid (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.
Commune with Air (1/day). The druid communes with the air, causing air spirits to arise in a 30 foot emanation around it. Hostile creatures in that area must make a DC 13 Strength saving throw. On a failure, they take 12 (5d4) thunder damage and are pushed up to 30 feet away. On a success, they take half damage instead.
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: EntangleȻ, Faerie FireȻ, Moonbeamc
Druid Greenwarden
Druid Greenwarden
Summoned with Foe FoundryMedium Humanoid (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.
Bestial Fury (Recharge 5-6). The druid temporarily transforms into a bestial form until the end of its turn and gains 20 hitpoints. While in the form, it claws at a nearby creature within 10 feet. The creature must make a DC 15 Dexterity saving throw. On a failure, the creature takes 49 (14d6) 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 15):
1/day each: EntangleȻ, Faerie FireȻ, Moonbeamc (3rd), Plant Growth, Ice Storm
Bonus Actions
Healing Totem (1/day). The druid creates a Healing Totem Token (AC/DC 12, 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 10 hit points.
Reactions
Swift as the Wind (1/day). When an opponent misses the druid with an attack, the druid can move up to half its speed without provoking opportunity attacks and make one attack. The attack deals an additional 3 lightning damage if it hits.
Archdruid of the Old Way
Archdruid of the Old Way
Summoned with Foe FoundryMedium Humanoid (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 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) lightning damage.
Commune with Land (1/day). The druid communes with the land, causing earth spirits to arise in a 30 foot emanation around it. Hostile creatures in that area must make a DC 18 Strength saving throw. On a failure, they take 62 (25d4) bludgeoning damage and are knocked Prone. On a success, they take half damage instead.
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
Reactions
Lightning Impetus (1/day). At the start of combat, the druid can move up to its speed and make one attack with advantage, dealing an additional 15 (6d4) lightning damage on a hit.
Archdruid of the First Grove
Archdruid of the First Grove
Summoned with Foe FoundryMedium Humanoid (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
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 Frostbite or Spellcasting.
Staff of the Wild. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 13 (2d6 + 6) bludgeoning damage and 7 (2d6) poison damage.
Commune with Land (1/day). The druid communes with the land, causing earth spirits to arise in a 30 foot emanation around it. Hostile creatures in that area must make a DC 19 Strength saving throw. On a failure, they take 56 (16d6) bludgeoning damage and are knocked Prone. On a success, they take half damage instead.
Bestial Fury (1/day). 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.
Frostbite (Recharge 5-6). The druid causes numbing frost to form on one creature within 60 feet. The target must make a DC 19 Constitution saving throw. On a failure, it suffers 76 (17d8) cold damage and is Frozen (escape DC 19). 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 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
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.