Medium Humanoid (Shapechanger), Any Alignment
Armor Class 15 Natural Armor
Hit Points 95 (12d8 + 42)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
16 (+3)
INT
12 (+1)
WIS
18 (+4)
CHA
12 (+1)
Saving Throws CON +6, WIS +7
Skills Arcana +4, Nature +4, Perception +7, Stealth +5
Damage Resistances Necrotic, Poison
Senses Darkvision 60ft, Passive Perception 17
Languages Common, Druidic, Sylvan
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Spellcasting. The Druid is a 9th-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The Druid has the following spells prepared:

  • Cantrips (at will): Guidance, Thorn Whip, Produce Flame, Shillelagh
  • 1st level (4 slots): Entangle, Faerie Fire, Cure Wounds, Disguise Self
  • 2nd level (3 slots): Barkskin, Hold Person, Lesser Restoration
  • 3rd level (3 slots): Call Lightning, Fear, Plant Growth
  • 4th level (3 slots): Blight, Greater Invisibility
  • 5th level (2 slots): Cloudkill, Wall of Thorns

Dark Magic Affinity. The Druid has learned to manipulate shadow and necrotic magic, gaining the following benefits:

  • Necrotic Resistance. The Druid has resistance to necrotic damage.
  • Darkvision. The Druid can see in darkness (magical and non-magical) as if it were dim light, out to a range of 60 feet.
  • Necrotic Infusion. When the Druid casts a spell that deals damage, they can add their Wisdom modifier to the damage dealt (this does not apply to healing spells).
Actions

Multiattack. The Druid makes two attacks: one with their Shillelagh or natural weapon, and one with their Thorn Whip (or another ranged attack, if applicable).

Shillelagh (Staff). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Thorn Whip. Melee Weapon Attack: +7 to hit, range 10 ft., one target. Hit: 9 (1d6 + 4) piercing damage, and the target is pulled 10 feet closer to the Druid.

Shadow Gas (Recharge 5-6). The Druid exhales a cloud of dark, sleep-inducing gas in a 15-foot cone. Each creature in the area must succeed on a DC 15 Constitution saving throw or fall unconscious for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures that succeed on the saving throw are immune to this effect for 24 hours. The Druid can use this ability once per short or long rest.

Reactions

Deflecting Shadows. When the Druid is hit by an attack, they can use their reaction to reduce the damage by 1d8 + their Wisdom modifier (minimum damage of 0). This represents the Druid manipulating shadows to absorb some of the damage.

InstantLiquidation

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