Druid
Medium Humanoid (any race), any alignment
450 XP
Special Abilities
Spellcasting
The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has 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
Quarterstaff
Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage with shillelagh or if wielded with two hands.
Quick Reference
Running This Encounter
Druids are versatile casters who command both nature magic and shapeshifting abilities, making them unpredictable opponents. They excel at controlling the battlefield with spells like Entangle and Goodberry while maintaining distance from melee combatants. Their ability to Wild Shape into animals adds a layer of tactical flexibility—they might transform into a wolf for mobility or a bear for increased survivability when threatened. Running a Druid effectively means leveraging their spell list creatively and using terrain to maximum advantage.
Combat Tactics
A Druid typically opens combat by casting control spells like Entangle or Faerie Fire to hinder enemies, then uses ranged attacks or healing magic to support themselves and allies. If directly threatened, they will Wild Shape into a beast form (typically a wolf, bear, or cat) to gain mobility, damage output, or defensive capabilities. They prioritize protecting themselves and any allies while controlling the battlefield, avoiding prolonged direct combat when possible.
Environment & Setting
Druids are most effective in natural settings with abundant cover and difficult terrain—forests, jungles, marshes, or overgrown ruins work best. These environments amplify their spellcasting advantage and provide escape routes or defensive positions for their beast forms.