Medium humanoid (any race), Chaotic Neutral
| Armor Class | 14 (hide armor) |
|---|---|
| Hit Points | 90 (12d8 + 36) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 15 (+2) | 16 (+3) | 10 (+0) | 20 (+5) | 14 (+2) |
| Saving Throws | Con +6, Dex +5, Wis +8 |
|---|---|
| Skills | Nature +3, Perception +8, Survival +8 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | passive Perception 18 |
| Languages | Common, Druidic |
| Challenge | 7 |
The druid deals double damage to objects and structures.
The druid can communicate with beasts and plants as if they shared a language.
Melee Attack Roll: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.
The druid is a 12th-level Gruul spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following druid spells prepared:
Cantrips: druidcraft, produce flame, resistance, thorn whip
Level 1 (4 slots): cure wounds, faerie fire, thunderwave
Level 2 (3 slots): beast sense, flame blade, pass without trace
Level 3 (3 slots): conjure animals, dispel magic, plant growth
Level 4 (3 slots): dominate beast, freedom of movement, wall of fire
Level 5 (2 slots): commune with nature, conjure elemental, scrying
Level 6 (1 slots): transport via plants, wall of thorns