Druid

Monster Manual (2025) p. 106

Tamaño
Pequeño
Tipo
humanoid
Alineamiento
neutral
CA
13
Iniciativa
1
Puntos de golpe
44 (8d8+8)
Velocidad
walk 30 ft.
Habilidades
Nature +3, Medicine +5, Perception +5
Percepción pasiva
15
Idiomas
Common, Druidic, Sylvan
Desafío
2
Entorno
any
FUE
10
+0
DES
12
+1
CON
13
+1
INT
12
+1
SAB
16
+3
CAR
11
+0

Rasgos

Proficiency Bonus

+2

Gear

Studded Leather Armor

Treasure

Individual: The monster doesn't have a treasure hoard, but it might keep monetary treasure. Relics: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.

Size

Small, Medium

Acciones

Multiattack

The druid makes two attacks, using Vine Staff or Verdant Wisp in any combination.

Vine Staff

Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage plus 2 (1d4) Poison damage.

Verdant Wisp

Ranged Attack Roll: +5, range 90 ft. Hit: 10 (3d6) Radiant damage.

Spellcasting

The druid casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):

  • At will: Druidcraft, Speak with Animals
  • 2/day each: Entangle, Thunderwave
  • 1/day each: Animal Messenger, Longstrider, Moonbeam

Conjuros

Druidcraft [5.5e], Speak with Animals [5.5e], Entangle [5.5e], Thunderwave [5.5e], Animal Messenger [5.5e], Longstrider [5.5e], Moonbeam [5.5e]

Otros datos

description

Druids use primal magic, traditional teachings, and bonds with animals and eldritch beings to guard the natural world and heal its ills. These magic-users might be recluses devoted to a particular land, or they might be part of a mystic organization. Roll on or choose a result from the Druidic Traditions table to inspire a druid's magical practices.

Druid Traditions:

1d6The Druid Is...
1An avenger who strikes against destructive civilizations and those who abuse nature.
2A guide who aids travelers in navigating the realms of Beasts, Fey, or Plants.
3A hermit who works alone to protect the lands, seas, or skies they call home.
4A mender who travels the world healing natural, magical, or manufactured disasters.
5Part of a loose organization that adheres to timeless rituals and guards natural secrets.
6A warden who minds the underpinnings of reality and protects against extraplanar threats.