AC 11 (16 with barkskin)
HP 39 (6d8 + 12; bloodied 19)
Speed 30 ft.
Proficiency +2; Maneuver DC 11
Saving Throws Str +2, Wis +4
Skills Animal Handling +4, Medicine +4, Nature +3 (+1d6), Perception +4
Senses passive Perception 14
Languages Druidic plus any two
Spellcasting. The druid is a 4th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). They have the following druid spells prepared:
Cantrips (at will): , ,
1st-level (4 slots): , , ,
2nd-level (3 slots): ,
Shillelagh (True Form Only). Melee Spell Attack: +4 to hit, reach 5 ft, one target. Hit: 6 (1d8 + 2) magical bludgeoning damage.
Bite (Medium or Large Beast Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 11 (2d8 + 2) piercing damage.
Beast Form. The druid magically transforms into a Large or smaller beast or back into their true form. While in beast form, they retain their game statistics, can’t cast spells, and can’t speak. The druid’s Speed increases by 10 feet, and when appropriate to their beast form they gain climb, fly, or swim speeds of 40 feet. Any equipment the druid is wearing or wielding merges into their new form.
Produce Flame (Cantrip; V, S). Ranged Spell Attack: +4 to hit, range 30 ft, one target. Hit: 4 (1d8) fire damage.
Entangle (1st-Level; V, S, Concentration). Vines erupt in a 20-foot square centered on a spot on the ground within 120 feet. The area is for 1 minute. Each creature in the area when the spell is cast makes a DC 12 Strength . On a failure, it is by vines. A creature restrained in this way can use its action to make a Strength check (DC 12), freeing itself on a success.
Thunderwave (1st-Level; V, S). Thunder rolls from the druid in a 15-foot cube. Each creature in the area makes a DC 12 Constitution . On a failure, a creature takes 9 (2d8) thunder damage and is pushed 10 feet from the druid. On a success, a creature takes half damage and is not pushed.
Some druids live in the wilderness with only the beasts and trees for companions. Others serve as spiritual leaders for nomads or farmers, healing the sick and praying for fortunate weather.
Treasure incomplete herbalism manuscript (75 gp), , 2
CR 3–4 with , , , , , , or
Treasure silver sickle (125 gp), (silver raven)
CR 5–10 3 to 5 ; with , , , or
Treasure hippogriff egg (2,000 gp),
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.