Medium Humanoid (Any Race), Lawful Evil
Armor Class 11 (16 with barkskin)
Hit Points 30 (3d8 + 2)
Speed 30 ft.
STR
13 (+1)
DEX
13 (+1)
CON
14 (+2)
INT
13 (+1)
WIS
16 (+3)
CHA
13 (+1)
Skills Medicine +4, Nature +3, Perception +4, Stealth +3
Senses Passive Perception 15
Languages Druidic, Common, goblin and Dwarf
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Druid Circle:  Shepherd

Wild Shape (2/Short Rest - Forms WORG(fight) and GIANT BADGER(escape)). Astrid can use an action to transform into a CR 1/2 or lower beast that cannot fly. She remains in this form for 1 hour, uses a bonus action to end the effect, falls unconscious, drops to 0 hit points, or dies. 

Speech of the Woods. Beasts can understand Astrid's speech, and she has the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant her friendship with beasts.

Spirit Totem.  As a bonus action, Astrid can magically summon an incorporeal spirit to a point she can see within 60 feet of her. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.

  • Bear Spirit. The bear spirit grants Astrid and her allies its might and endurance. Each creature of her choice in the aura when the spirit appears gains 9 temporary hit points. In addition, Astrid and her allies gain advantage on Strength checks and Strength saving throws while in the aura.

Spellcasting. Astrid is a 4th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Astrid has the following Druid spells prepared: 

Cantrips (at will): Druidcraft, Thorn Whip, Mending

1st level (4 slots): entangle, longstrider, Cure Wounds, Fog Cloud

2nd level (3 slots): Hold Person, Barkskin

Actions

Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:  (1d6) bludgeoning damage, (1d8) bludgeoning damage if wielded with two hands.

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.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdark

DonellyDom

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