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Druid Circle

In their role as protectors of the wild and unspoiled areas of the world, powerful druids might gather together to stand against a particularly heinous threat.

Recall Knowledge - Humanoid (Society): DC 30
Unspecific Lore: DC 28
Specific Lore: DC 25

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Druid CircleCreature 13

Gargantuan Human Humanoid Troop 
Source Battlecry! pg. 179
Perception +24
Languages Common, Wildsong
Skills Diplomacy +22, Medicine +27, Nature +27, Survival +27
Str +1, Dex +4, Con +1, Int +2, Wis +7, Cha +4
AC 34; Fort +21, Ref +24, Will +27
HP 230 (4 segments); Thresholds 140 (3 segments), 70 (2 segments); Weaknesses area damage 10, splash damage 10
Troop Defenses
Speed 25 feet; troop movement
Primal Prepared Spells DC 34, attack +28 (+4 dmg); 6th chain lightning, howling blizzard, tangling creepers; 5th control water, howling blizzard, toxic cloud; 4th hydraulic torrent, lightning bolt, speak with plants; Cantrips (6th) caustic blast, frostbite, know the way, stabilize, tangle vine
Call Down the Storm [two-actions] (air, primal, electricity) The druids summon wind and lightning against all creatures in a 10-foot burst within 80 feet. This storm deals 3d10 electricity damage (DC 31 basic Reflex save). A creature who fails the save is also pushed 5 feet away from the druid circle. When the druid circle is reduced to 2 segments, this area decreases to a 5-foot burst.Sickle and Staff [one-action] to [three-actions] Frequency once per round; Effect The druids strike out in a coordinated melee attack against all enemies in a 5-foot emanation with a DC 31 basic Reflex save. The damage dealt depends on the number of actions.
[one-action] 2d6 bludgeoning or slashing damage
[two-actions] 4d6+9 bludgeoning or slashing damage
[three-actions] 5d6+13 bludgeoning or slashing damage
Troop Spellcasting When the druid circle Casts a Spell, its constituent members combine their efforts into casting a more powerful version of the spell than any one member could achieve alone. When Casting a Spell that has an area of a burst, cone, or line and doesn't have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.