Medium Humanoid (Any Race), Any Alignment
Armor Class 16
Hit Points 55 (10d8 + 10)
Speed 35 ft.
STR
8 (-1)
DEX
18 (+4)
CON
12 (+1)
INT
12 (+1)
WIS
20 (+5)
CHA
8 (-1)
Saving Throws INT +3, WIS +7
Skills Animal Handling +9, Insight +9, Nature +5, Perception +9, Survival +9
Senses Passive Perception 19
Languages Druidic plus any two languages
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Legendary Resistance 2/day

Spellcasting. The druid is an 8th-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, produce flame, infestation, guidance, poison spray

1st level (4 slots): entangle, faerie fire, healing word, absorb elements

2nd level (3 slots): hold person, barkskin, spike growth, spider climb

3rd level (3 slots): meld into stone, call lightning

4th level (4 slots): polymorph, guardian of nature, blight

5th level (2 slots): wall of stone, contagion, antilife shell, insect plague

Actions

Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6+4) slashing damage.

Wild Shape (2/day 5hrs CR3): As a bonus action, the druid can turn into a beast of CR3 or less.  Can extend both uses to become an elemental.  Can use a bonus action to expend a spell slot to heal 1d8 per level expended. Attacks count as magical.

Legendary Actions

The druid can take 3 legendary actions, choose from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The druid regains spent legendary actions at the start of its turn.

Dash. Can move up to its speed without provoking opportunity attacks.

Attack. (Cost 2 actions). Can make an attack action or car a cantrip.

Summon. (Cost 3 actions). Summon a Shambling Mound. (Once per day).

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdark

Nightshift27

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