NPCs/Druid Circle
Druid Circle
| Druid Circle | |
|---|---|
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| Level | 12 |
| Size | Gargantuan |
Description
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.
Defense & Saves
- HP: 210
- AC: 32
- Perception: +0
- Speed: 25 ft.
- Fortitude: +19
- Reflex: +22
- Will: +25
- Weaknesses: Area Damage 10, Splash Damage 10
Ability Scores
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +1 | +4 | +1 | +2 | +7 | +4 |
Actions & Abilities
Abilities
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.
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 @Template[type:emanation|distance:5] with a @Check[reflex|dc:29|basic|options:area-effect] save. The damage dealt depends on the number of actions.
1 @Damage[2d6[untyped]|options:area-damage] damage
2 @Damage[(4d6+9)[untyped]|options:area-damage] damage
3 @Damage[(5d6+13)[untyped]|options:area-damage] damage
Call Down the Storm (air, electricity, primal)- The druids summon wind and lightning against all creatures in a @Template[type:burst|distance:10] within 80 feet. This storm deals @Damage[3d10[electricity]|options:area-damage] damage (@Check[reflex|dc:29|basic|options:area-effect,forced-movement] 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 @Template[type:burst|distance:5].
Troop Movement- @Localize[PF2E.NPC.Abilities.Glossary.TroopMovement]
Troop Defenses- HP 210 (4 segments); Thresholds 140 (3 segments), 70 (2 segments)
@Localize[PF2E.NPC.Abilities.Glossary.TroopDefenses]
Spellcasting
Primal Prepared Spells (Primal) — Prepared
- DC 32 | Attack +26
Rank 1
Stabilize [cantrip, concentrate, healing, manipulate, vitality]
Other Spells
Last synced: 2026-06-20 19:52
