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Dedicated Druid

Individuals who dedicate their life to the protection and preservation of the natural world often become druids. These devoted practitioners of primal magic might work alone or in a circle of like-minded individuals, all of whom have primal powers more terrifying than the last.

Recall Knowledge - Humanoid (Society): DC 23
Unspecific Lore: DC 21
Specific Lore: DC 18

Elite | Normal | Weak
Proficiency without Level

Dedicated DruidCreature 7

Medium Human Humanoid 
Source NPC Core pg. 134
Perception +15; lifesense (imprecise) 30 feet
Languages Common, Wildsong
Skills Diplomacy +14, Intimidation +12, Nature +17, Religion +15, Stealth +13, Survival +17
Str +4, Dex +2, Con +1, Int +1, Wis +4, Cha +1
Plant Empathy The dedicated druid can ask questions of, receive answers from, and use the Diplomacy skill with plants and fungus.
Items +1 spear, scroll of revealing light (2), hide armor, wooden shield (Hardness 3, HP 12, BT 6)
AC 24; Fort +12, Ref +13, Will +15
HP 100
Shield Block [reaction]
Speed 25 feet
Melee [one-action] spear +16 [+11/+6] (magical), Damage 1d6+8 piercingMelee [one-action] fist +15 [+11/+7] (agile, nonlethal, unarmed), Damage 1d4+8 bludgeoningRanged [one-action] spear +14 [+9/+4] (magical, thrown 20 feet), Damage 1d6+8 piercingPrimal Prepared Spells DC 25, attack +17; 4th fly, lightning bolt; 3rd earthbind, fireball, wall of thorns; 2nd entangling flora, mist, one with plants; 1st air bubble, gentle landing, gust of wind; Cantrips (4th) electric arc, ignition, know the way, tangle vine, vitality lash
Druid Order Spells 1 Focus Point, DC 25; 4th cornucopia
Nature's Patient Healing [three-actions] (primal) Requirement The dedicated druid is in a natural environment; Effect The dedicated druid camouflages themself to blend in with the surrounding area, sprouting leaves or covering themself with scree. They gain concealment until the end of their next turn, they can Hide with a +4 circumstance bonus, and they recover 4d8 Hit Points. If the druid moves or otherwise leaves their space, these benefits end.

All Monsters in "Primalist"

NameLevel
Dedicated Druid7
Mountain Guardian6
Pack Leader4
Skin Shifter8
Tempest Incarnate19
Tree Singer13

Primalist

Source NPC Core pg. 132
A primalist is a wielder of primal energies and magic, sometimes taught by forces of primal power, including powerful elementals or fey of the First World. Primalists protect the natural world, offering strong medicine to those in need while facing suspicion from those who don't understand their ways.

A great many primalists belong to druidic circles, and even those who aren't members tend to be familiar with the most prominent ones in their homeland.

Sidebar - Related Creatures Crossover Ancestry NPCs

Several of the NPCs elsewhere in NPC Core can fit well in this group: Gnome conservationist (level 6), kobold earth diver (level 4)

Sidebar - Locations Druid Groves

When they choose to settle in one place, druids famously dwell in druid groves. These sanctums mix elements of living spaces, ritual shrines, and the natural environment into a cohesive, harmonious whole. Flora and fauna form the majority of fixtures in most groves, with only small amounts of construction work, as druids prize fitting themselves into the environment rather than bending it to suit them. A grove might be a small hollow that's home to a solitary druid or an overgrown copse of trees housing an entire lodge.

Sidebar - Additional Lore Order Hierarchies

Green Faith orders tend to obey strict hierarchies, with nine “circles” for major orders and three or five for minor orders. A new member becomes an initiate of the first circle. Each ascending circle guards more secret and precious information and has fewer members than the circle below it. To ascend, a druid must do service toward the order's goals and grow in knowledge and magical ability. If a circle is full, a druid might need to win their way into the circle by challenging a superior.

Sidebar - Advice and Rules Speaking Wildsong

The secret language spoken among druids, called Wildsong, sounds more like animal calls than spoken words. If you're roleplaying a conversation between druids at the table, you might want to try imitating an animal, or even just play audio clips of animal noises. Much of Wildsong is conveyed through tone and associations with different animals. An individual druid's Wildsong might more frequently incorporate sounds from animals prevalent in the druid's home region, forming a dialect or accent of sorts.