Medium Humanoid (Any Race), Typically Neutral Evil
Armor Class 12 (16 with barkskin)
Hit Points 45 (8d8 + 12)
Speed 30 ft.
STR
10 (+0)
DEX
12 (+1)
CON
15 (+2)
INT
13 (+1)
WIS
18 (+4)
CHA
8 (-1)
Saving Throws INT +3, WIS +6
Skills Animal Handling +7, Nature +4, Perception +7, Survival +7
Senses Passive Perception 17
Languages Druidic plus any two languages
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Spellcasting. The druid is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): druidcraft, produce flame, shillelagh

1st level (4 slots): entangle, faerie fire,  thunderwave

2nd level (3 slots): darkvision, barkskin, heat metal, pass without trace

3rd level (3 slots): [Tooltip Not Found], erupting earth, protection from energy

Actions

Quarterstaff. Melee Weapon Attack: +3 to hit (+7 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.

Bonus Actions

Defile Ground. The druid can use their bonus action to corrupt a patch of land or an area of water in a 10-foot radius centered on a point within 60 feet of them. This corruption lasts for 1 minute. The corrupted area is difficult terrain for creatures that are hostile to the druid. Additionally, when a creature in that area takes damage from an attack or spell for the first time on a turn, it takes an extra 2 (1d4) necrotic damage. The druid can move this patch of corruption up to 30 feet as a bonus action. Flying creatures are unaffected by the corruption.

Reactions

The druid can summon the feral children of the forest from the life force of its enemies. When a creature that is not undead or a construct takes damage in the area of its Defile Ground feature, the druid can use their reaction to summon a blighted sapling in an unoccupied space within 5 feet of the creature. The druid can direct the sapling to make an attack against any creature within 5 feet of it as a part of this reaction. The sapling acts on the druid's initiative, obeying the druid's verbal commands.

The blighted sapling remains in the service of the druid until it's reduced to 0 hit points, until the end of the druid's next long rest, or until the druid summons another sapling, at which point it crumbles into foul-smelling mulch. The druid can use this feature a number of times equal to its proficiency bonus, regaining all expended uses when the druid finishes a long rest.

Description

Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance.

Those who channel the magic of life and nature often find themselves drawn to a particular shrine, or natural site, binding their body and spirit to these places of power. Such druids draw vitality from their chosen location, protecting it with their lives - but not all succeed in defending these sacred realms.

Whether through the subtle corruption of vile magics, the tainted presence of an ancient terror, or a terrible mistake unleashed by druids themselves, a land can become cursed with magic that warps any druid bound to that land. Twisted by their connection to an unhallowed territory, these guardians come to embody the defiled nature they serve, exalting the natural process of decay and using it to further their goals - or sometimes to seek a means to end the curse that plagues them.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdark

aulyre

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