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Mustbairn Halfling Druid

Challenge
Tags
str
10
dex
12
con
14
int
12
wis
14
cha
10

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): druidcraft , produce flame , shillelagh

1st-level (4 slots): entangle , longstrider , speak with animals , thunderwave

2nd-level (3 slots): animal messenger , barkskin


ACTIONS

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.

Mustbairn Druid. The mustbairn druid hears the voice of the earth speaking to them. A mustbairn halfling druid ignores difficult terrain caused by earth and stone.

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 difficult terrain for 1 minute. Each creature in the area when the spell is cast makes a DC 12 Strength saving throw . On a failure, it is restrained 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 saving throw . 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.

Augury 1/day. Can only cast while touching the earth.

With the aid of a divining tool, you receive an omen from beyond the Material Plane about the results of a specific course of action that you intend to take within the next 30 minutes. The Narrator chooses from the following: 

  • Fortunate omen (good results)
  • Calamity omen (bad results)
  • Ambivalence omen (both good and bad results)
  • No omen (results that aren’t especially good or bad)

This omen does not account for possible circumstances that could change the outcome, such as making additional preparations.

When you cast this spell again before finishing a long rest, the chance of getting a random reading from the above options increases. The Narrator makes the following roll in secret: second casting—25%, third casting—50%, fourth casting—75%, fifth casting—100%.

Description

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.

Encounters

CR 0–2 druid

Treasure incomplete herbalism manuscript (75 gp), potion of animal friendship , 2 potions of greater healing

CR 3–4 druid with brown bear , dire wolf , faerie dragon , giant boar , giant spider , scout , or tiger

Treasure silver sickle (125 gp), figurine of wondrous power (silver raven)

CR 5–10 3 to 5 druids ; druid with giant scorpion , owlbear , earth elemental , or tyrannosaurus rex

Treasure hippogriff egg (2,000 gp), staff of the woodlands

Monster Type Description

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.