Medium Humanoid, Lawful Evil
Armor Class 16 hide armor, shield
Hit Points 130 (20d8 + 40)
Speed 20 ft.
STR
10 (+0)
DEX
14 (+2)
CON
14 (+2)
INT
12 (+1)
WIS
18 (+4)
CHA
11 (+0)
Saving Throws INT +5, WIS +8
Skills Arcana +5, Medicine +5, Nature +5, Perception +8, Survival +8
Damage Resistances Cold, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Magic Weapons
Senses Passive Perception 18
Languages Common, Primordial, Sylvan
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Magic Weapon. The enchanted club attack is magical.

Spellcasting. The Black Druid is a 14th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). They have the following druid spells prepared:
Cantrips (at will): druidcraft, guidance, poison spray, shillelagh
1st level (4 slots): cure wounds, entangle, faerie fire, speak with animals
2nd level (3 slots): flame blade, flaming sphere, pass without trace
3rd level (3 slots): conjure animals, speak with plants, wind wall
4th level (3 slots:): blight, conjure minor elementals, ice storm
5th level (2 slots): insect plague, tree stride
6th level (1 slot): conjure fey
7th level (1 slot): fire storm

Actions

BEnchanted Club. Melee Weapon Attack: +8 to hit, reach 5 feet, one target. Hit: 7 (1d6+4) bludgeoning damage. The club is enchanted through the shillelagh cantrip.
Foul Beast Shape (2/day). As a bonus action the Black Druid magically polymorphs into a beast with a challenge rating of 4 or less and can remain in this form for up to 7 hours. The Black Druid can choose whether their equipment falls to the ground, melds with their new form, or is worn by the new form. The Black Druid reverts to their true form if they die or fall unconscious. The Black Druid can revert to their true form using a bonus action on their turn. While in a new form, the Black Druid retains their statistics and ability to speak, but their AC, movement, Strength, and Dexterity are replaced by those of the new form, and they gain any special senses, proficiencies, features, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that they lack. They can cast their spells with verbal or somatic components in their new form.
Additionally, the beast has the following changes:
• Its type is Undead instead of beast
• It is vulnerable to radiant damage
• It has darkvision 60 feet
• When it hits with a weapon attack, the target takes 6 (1d12) cold or necrotic damage (chosen by the Black Druid when it assumes the form)
• While in darkness or dim light, on each of its turn, it can take the Hide action as a bonus action
The new form's attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.

Description

 These powerful necromancers combine ancient Druidic knowledge with forms of forbidden esotericism, becoming enchanters of lethal power.

What we do know is that they are crazy followers of a savage spirituality, and in the remote places of the wilderness they gather in mysterious rituals. Almost no one ever survived after meeting them, and some of them are said to have been raised and instructed by witches.

(Source Nightfell Bestiary)

Monster Tags: humanoid

Habitat: ForestSwampUnderdark

JohnPatton

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