I'm running a campaign where the main BBEG is a group of evil druids. Does anybody have any good statblocks for members/allies of members (Besides druid, archdruid, and various giant animals)? I'm worried my fights might be getting a little monotonous since the enemies are very similar. On a similar note, does anyone have any interesting druid themed encounters? My party is 3 characters (paladin, rogue, monk), level 9, soon to be 10 (likely next session), and probably reaching 12 at least before the campaign is over.
If Druids feature that heavily, I'd start branching out to more obscure disciplines, like transforming into plants, swarms, and aberrations. Depending on the lore of the world, they may have access to rituals and relics that can further augment their wildshaping. For example a Blood Moon rite that make them feral and effectively rabid. Or performing a ritual at a rift to the plane of fire could give them the ability to breath fire like a hellhound, or something. Beyond that, they could manipulate the environment around them to make the terrain more dangerous.
Druids can also be cross-trained, or have non-druid minions.
Player classes are far more limited than the greater world of NPCs and monsters, so you have free reign to go wild with new features and spells.
You can use Circle of the Moon's Elemental Wild Shape to have them fight as any elemental. And really, you can make up the rules, so you could also invent your own kind of druid who can wild shape into monstrosities, dragons, etc.
A hedge maze or confusing forest (think Zelda Lost Woods) is a good "dungeon" for an evil arch-druid.
You can probably look up fey one-shots that could mostly be easily rethemed as druid adventures.
In my homebrew world, druids are masters of manipulating races that are closer to nature (centaur, for instance), wild (gnolls and so on) or just plain stupid (giants and ogres). That expands on their choices a good bit. So the centaur revere the White Stag, the gnolls consider giant, talking hyena to be messengers from their mad god, and giants and ogres are just stupid and superstitious, and can be manipulated by 'ghosts' or talking plants or whatever. I have a bunch of homebrew races on top of that, some of which need no manipulation, but have goals that align with the druids (and the druids of said world are actively keeping civilisation (basically, humans) in check).
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Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
If you want a smewhat eldritch theme, have them transform into Abberations and Monstrosities instead of just Beasts, and have there be a chance when they change to or from this that they instead permanently become a Gibbering Mouther. Make their ritual sites and magic clearly dark and evil, making it clear that this is a perversion of nature to allow this to happen.
In a 3.5 adventure, the Ghostlord was a druid that became a lich. A Spores druid turned lich in 5e would definitely be a change of pace from the usual druid bad guy.
I'm running a campaign where the main BBEG is a group of evil druids. Does anybody have any good statblocks for members/allies of members (Besides druid, archdruid, and various giant animals)? I'm worried my fights might be getting a little monotonous since the enemies are very similar. On a similar note, does anyone have any interesting druid themed encounters? My party is 3 characters (paladin, rogue, monk), level 9, soon to be 10 (likely next session), and probably reaching 12 at least before the campaign is over.
Only spilt the party if you see something shiny.
Ariendela Sneakerson, Half-elf Rogue (8); Harmony Wolfsbane, Tiefling Bard (10); Agnomally, Gnomish Sorcerer (3); Breeze, Tabaxi Monk (8); Grace, Dragonborn Barbarian (7); DM, Homebrew- The Sequestered Lands/Underwater Explorers; Candlekeep
If Druids feature that heavily, I'd start branching out to more obscure disciplines, like transforming into plants, swarms, and aberrations. Depending on the lore of the world, they may have access to rituals and relics that can further augment their wildshaping. For example a Blood Moon rite that make them feral and effectively rabid. Or performing a ritual at a rift to the plane of fire could give them the ability to breath fire like a hellhound, or something. Beyond that, they could manipulate the environment around them to make the terrain more dangerous.
Druids can also be cross-trained, or have non-druid minions.
Player classes are far more limited than the greater world of NPCs and monsters, so you have free reign to go wild with new features and spells.
You can use Circle of the Moon's Elemental Wild Shape to have them fight as any elemental. And really, you can make up the rules, so you could also invent your own kind of druid who can wild shape into monstrosities, dragons, etc.
A hedge maze or confusing forest (think Zelda Lost Woods) is a good "dungeon" for an evil arch-druid.
You can probably look up fey one-shots that could mostly be easily rethemed as druid adventures.
In addition to beasts, I'd consider a variety of elementals, fey, and plants.
In my homebrew world, druids are masters of manipulating races that are closer to nature (centaur, for instance), wild (gnolls and so on) or just plain stupid (giants and ogres). That expands on their choices a good bit. So the centaur revere the White Stag, the gnolls consider giant, talking hyena to be messengers from their mad god, and giants and ogres are just stupid and superstitious, and can be manipulated by 'ghosts' or talking plants or whatever. I have a bunch of homebrew races on top of that, some of which need no manipulation, but have goals that align with the druids (and the druids of said world are actively keeping civilisation (basically, humans) in check).
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
If you want a smewhat eldritch theme, have them transform into Abberations and Monstrosities instead of just Beasts, and have there be a chance when they change to or from this that they instead permanently become a Gibbering Mouther. Make their ritual sites and magic clearly dark and evil, making it clear that this is a perversion of nature to allow this to happen.
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
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In a 3.5 adventure, the Ghostlord was a druid that became a lich. A Spores druid turned lich in 5e would definitely be a change of pace from the usual druid bad guy.
I have a few monster suggestions
As for encounters the druid spell list can give you some pretty interesting ideas.