Druid Circle

Level 12
Creature· humanGargantuanRemaster
AC
32
HP
210
Speed
25 ft.
Perception
+22
Fort
+19
Ref
+22
Will
+25
Weaknesses area-damage 10, splash-damage 10
Languages common, wildsong
Skills medicine +25, nature +25, survival +25, diplomacy +20
Recall Knowledge DC 30 (society)

Abilities

Troop Defenses

HP 210 (4 segments); Thresholds 140 (3 segments), 70 (2 segments)

Troop Movement
Call Down the Storm◆◆

The druids summon wind and lightning against all creatures in a 10-foot burst within 80 feet. This storm deals 3d10 electricity damage (DC 29 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

1 to 3

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 29 reflex save. The damage dealt depends on the number of actions.

1 2d6 untyped damage

2 (4d6+9)[untyped|options:area-damage] damage

3 (5d6+13)[untyped|options:area-damage] 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

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.