Spellcasting. The Druid is a L1 spellcaster, and has prepared 2 Spells through WIS
Their Spell Save DC is 11 and their Spell Attack mod is +3
Spell Points. 4
===Spell Slots.===
L1: OO
Shilleagh.Melee Spell. +3 to hit.
Hit. 6 (1d8+1) Force damage.Draining Whip Ranged Spell Attack: +3 to hit, Range 5ft.
Hit. 4 (1d4+1) Necrotic damage, and the target is Grappled (Escape DC 11)
At the start of each turn, Grappled targets must succeed on a DC 11 CON Save or have its hit point maximum is reduced by an amount equal to the damage taken.
Poisonous Vines. L2 Spell, Concentration, 5 Radius of vines create a difficult terrain.
All creatures that enter or start their turn within the area must make a DC 11 STR save or become restrained. Moving through the vines deals 1d4 piercing damage per 5ft.If they end their turn in the area, they must make a DC 11 CON save or become poisoned for 1 minute.
Poison Effects. For every 6 under the DC 11 CON Save, apply one of the following effects until the creature succeeds three DC 11 CON saves at the end of their turn.
Failing three of these saves before succeeding on the third means the effect remains until they complete a Long Rest.
Silent Killer The victim is silenced.
See no Evil. The victim is blinded.
Long Death. The poison damage affects the victim's Current & Max HP, and they cannot receive healing.
Bleeding Death. The victim takes another 4 (1d6) Poison damage each time it fails the saving throw, and additional effects may apply if for every 6 they are below the DC 11 save.
Disruption. The victim is deafened. Casters must make a DC 11 Arcana check to use Verbal components.
Paralyzing Agent. The victim's arms are paralyzed. They cannot use their hands, and Casters must make a DC 11 Arcana check to use Somatic components.
Spellcasting. The Druid is a L2 spellcaster, and has prepared 3 Spells through WIS
Their Spell Save DC is 11 and their Spell Attack mod is +3
Spell Points. 6
===Spell Slots.===
L1: OOO
Shilleagh.Melee Spell. +3 to hit.
Hit. 6 (1d8+1) Force damage.Draining Whip Ranged Spell Attack: +3 to hit, Range 5ft.
Hit. 4 (1d4+1) Necrotic damage, and the target is Grappled (Escape DC 11)
At the start of each turn, Grappled targets must succeed on a DC 11 CON Save or have its hit point maximum is reduced by an amount equal to the damage taken.
Poisonous Vines. L2 Spell, Concentration, 5 Radius of vines create a difficult terrain.
All creatures that enter or start their turn within the area must make a DC 11 STR save or become restrained. Moving through the vines deals 1d4 piercing damage per 5ft.If they end their turn in the area, they must make a DC 11 CON save or become poisoned for 1 minute.
Poison Effects. For every 6 under the DC 11 CON Save, apply one of the following effects until the creature succeeds three DC 11 CON saves at the end of their turn.
Failing three of these saves before succeeding on the third means the effect remains until they complete a Long Rest.
Silent Killer The victim is silenced.
See no Evil. The victim is blinded.
Long Death. The poison damage affects the victim's Current & Max HP, and they cannot receive healing.
Bleeding Death. The victim takes another 4 (1d6) Poison damage each time it fails the saving throw, and additional effects may apply if for every 6 they are below the DC 11 save.
Disruption. The victim is deafened. Casters must make a DC 11 Arcana check to use Verbal components.
Paralyzing Agent. The victim's arms are paralyzed. They cannot use their hands, and Casters must make a DC 11 Arcana check to use Somatic components.
Magic Resistance. The Druid has advantage on saving throws against spells and other magical effects.Spellcasting. The Druid is a L3 spellcaster, and has prepared 5 Spells through WIS
Their Spell Save DC is 12 and their Spell Attack mod is +4
Spell Points. 14
===Spell Slots.===
L1: OOO, L2: OO
Shilleagh.Melee Spell. +4 to hit.
Hit. 16 (3d8+2) Force damage.Draining Whip Ranged Spell Attack: +4 to hit, Range 10ft.
Hit. 10 (3d4+2) Necrotic damage, and the target is Grappled (Escape DC 12)
At the start of each turn, Grappled targets must succeed on a DC 12 CON Save or have its hit point maximum is reduced by an amount equal to the damage taken.
Poisonous Vines. L2 Spell, Concentration, 10 Radius of vines create a difficult terrain.
All creatures that enter or start their turn within the area must make a DC 12 STR save or become restrained. Moving through the vines deals 1d4 piercing damage per 5ft.If they end their turn in the area, they must make a DC 12 CON save or become poisoned for 1 minute.
Poison Effects. For every 6 under the DC 12 CON Save, apply one of the following effects until the creature succeeds three DC 12 CON saves at the end of their turn.
Failing three of these saves before succeeding on the third means the effect remains until they complete a Long Rest.
Silent Killer The victim is silenced.
See no Evil. The victim is blinded.
Long Death. The poison damage affects the victim's Current & Max HP, and they cannot receive healing.
Bleeding Death. The victim takes another 7 (2d6) Poison damage each time it fails the saving throw, and additional effects may apply if for every 5 they are below the DC 12 save.
Disruption. The victim is deafened. Casters must make a DC 12 Arcana check to use Verbal components.
Paralyzing Agent. The victim's arms are paralyzed. They cannot use their hands, and Casters must make a DC 12 Arcana check to use Somatic components.
Magic Resistance. The Druid has advantage on saving throws against spells and other magical effects.Spellcasting. The Druid is a L4 spellcaster, and has prepared 6 Spells through WIS
Their Spell Save DC is 12 and their Spell Attack mod is +4
Spell Points. 17
===Spell Slots.===
L1: OOOO, L2: OOO
Shilleagh.Melee Spell. +4 to hit.
Hit. 11 (2d8+2) Force damage.Draining Whip Ranged Spell Attack: +4 to hit, Range 10ft.
Hit. 7 (2d4+2) Necrotic damage, and the target is Grappled (Escape DC 12)
At the start of each turn, Grappled targets must succeed on a DC 12 CON Save or have its hit point maximum is reduced by an amount equal to the damage taken, and heal the Druid for half as much.
Poisonous Vines. L2 Spell, Concentration, 10 Radius of vines create a difficult terrain.
All creatures that enter or start their turn within the area must make a DC 12 STR save or become restrained. Moving through the vines deals 1d4 piercing damage per 5ft.If they end their turn in the area, they must make a DC 12 CON save or become poisoned for 1 minute.
Poison Effects. For every 6 under the DC 12 CON Save, apply one of the following effects until the creature succeeds three DC 12 CON saves at the end of their turn.
Failing three of these saves before succeeding on the third means the effect remains until they complete a Long Rest.
Silent Killer The victim is silenced.
See no Evil. The victim is blinded.
Long Death. The poison damage affects the victim's Current & Max HP, and they cannot receive healing.
Bleeding Death. The victim takes another 7 (2d6) Poison damage each time it fails the saving throw, and additional effects may apply if for every 5 they are below the DC 12 save.
Disruption. The victim is deafened. Casters must make a DC 12 Arcana check to use Verbal components.
Paralyzing Agent. The victim's arms are paralyzed. They cannot use their hands, and Casters must make a DC 12 Arcana check to use Somatic components.
Magic Resistance. The Druid has advantage on saving throws against spells and other magical effects.Spellcasting. The Druid is a L5 spellcaster, and has prepared 8 Spells through WIS
Their Spell Save DC is 13 and their Spell Attack mod is +5
Spell Points. 27
===Spell Slots.===
L1: OOOO, L2: OOO, L3: OO
Shilleagh.Melee Spell. +5 to hit.
Hit. 12 (2d8+3) Force damage.Draining Whip Ranged Spell Attack: +5 to hit, Range 15ft.
Hit. 10 (2d6+3) Necrotic damage, and the target is Grappled (Escape DC 13)
At the start of each turn, Grappled targets must succeed on a DC 13 CON Save or have its hit point maximum is reduced by an amount equal to the damage taken, and heal the Druid for half as much.
Poisonous Vines. L2 Spell, Concentration, 15 Radius of vines create a difficult terrain.
All creatures that enter or start their turn within the area must make a DC 13 STR save or become restrained. Moving through the vines deals 1d4 piercing damage per 5ft.If they end their turn in the area, they must make a DC 13 CON save or become poisoned for 1 minute.
Poison Effects. For every 6 under the DC 13 CON Save, apply one of the following effects until the creature succeeds three DC 13 CON saves at the end of their turn.
Failing three of these saves before succeeding on the third means the effect remains until they complete a Long Rest.
Silent Killer The victim is silenced.
See no Evil. The victim is blinded.
Long Death. The poison damage affects the victim's Current & Max HP, and they cannot receive healing.
Bleeding Death. The victim takes another 11 (3d6) Poison damage each time it fails the saving throw, and additional effects may apply if for every 4 they are below the DC 13 save.
Disruption. The victim is deafened. Casters must make a DC 13 Arcana check to use Verbal components.
Paralyzing Agent. The victim's arms are paralyzed. They cannot use their hands, and Casters must make a DC 13 Arcana check to use Somatic components.
Magic Resistance. The Druid has advantage on saving throws against spells and other magical effects.Spellcasting. The Druid is a L7 spellcaster, and has prepared 10 Spells through WIS
Their Spell Save DC is 15 and their Spell Attack mod is +7
Spell Points. 38
===Spell Slots.===
L1: OOOO, L2: OOO, L3: OOO, L4: O
2x Shilleagh MultiattackMelee Spell. +7 to hit.
Hit. 12 (2d8+3) Force damage.Draining Whip Ranged Spell Attack: +7 to hit, Range 15ft.
Hit. 10 (2d6+3) Necrotic damage, and the target is Grappled (Escape DC 15)
At the start of each turn, Grappled targets must succeed on a DC 15 CON Save or have its hit point maximum is reduced by an amount equal to the damage taken.
Poisonous Vines. L4 Spell, Concentration, 15 Radius of vines create a difficult terrain.
All creatures that enter or start their turn within the area must make a DC 15 STR save or become restrained. Moving through the vines deals 1d6 piercing damage per 5ft.If they end their turn in the area, they must make a DC 15 CON save or become poisoned for 1 minute.
Poison Effects. For every 4 under the DC 15 CON Save, apply one of the following effects until the creature succeeds three DC 15 CON saves at the end of their turn.
Failing three of these saves before succeeding on the third means the effect remains until they complete a Long Rest.
Silent Killer The victim is silenced.
See no Evil. The victim is blinded.
Long Death. The poison damage affects the victim's Current & Max HP, and they cannot receive healing.
Bleeding Death. The victim takes another 11 (3d6) Poison damage each time it fails the saving throw, and additional effects may apply if for every 4 they are below the DC 15 save.
Disruption. The victim is deafened. Casters must make a DC 15 Arcana check to use Verbal components.
Paralyzing Agent. The victim's arms are paralyzed. They cannot use their hands, and Casters must make a DC 15 Arcana check to use Somatic components.
Magic Resistance. The Druid has advantage on saving throws against spells and other magical effects.Spellcasting. The Druid is a L8 spellcaster, and has prepared 12 Spells through WIS
Their Spell Save DC is 15 and their Spell Attack mod is +7
Spell Points. 44
===Spell Slots.===
L1: OOOO, L2: OOO, L3: OOO, L4: OO
2x Shilleagh MultiattackMelee Spell. +7 to hit.
Hit. 9 (1d8+4) Force damage.Draining Whip Ranged Spell Attack: +7 to hit, Range 20ft.
Hit. 8 (1d6+4) Necrotic damage, and the target is Grappled (Escape DC 15)
At the start of each turn, Grappled targets must succeed on a DC 15 CON Save or have its hit point maximum is reduced by an amount equal to the damage taken, and heal the Druid for half as much.
Poisonous Vines. L3 Spell, Concentration, 20 Radius of vines create a difficult terrain.
All creatures that enter or start their turn within the area must make a DC 15 STR save or become restrained. Moving through the vines deals 1d6 piercing damage per 5ft.If they end their turn in the area, they must make a DC 15 CON save or become poisoned for 1 minute.
Poison Effects. For every 5 under the DC 15 CON Save, apply one of the following effects until the creature succeeds three DC 15 CON saves at the end of their turn.
Failing three of these saves before succeeding on the third means the effect remains until they complete a Long Rest.
Silent Killer The victim is silenced.
See no Evil. The victim is blinded.
Long Death. The poison damage affects the victim's Current & Max HP, and they cannot receive healing.
Bleeding Death. The victim takes another 14 (4d6) Poison damage each time it fails the saving throw, and additional effects may apply if for every 3 they are below the DC 15 save.
Disruption. The victim is deafened. Casters must make a DC 15 Arcana check to use Verbal components.
Paralyzing Agent. The victim's arms are paralyzed. They cannot use their hands, and Casters must make a DC 15 Arcana check to use Somatic components.
Magic Resistance. The Druid has advantage on saving throws against spells and other magical effects.Spellcasting. The Druid is a L9 spellcaster, and has prepared 13 Spells through WIS
Their Spell Save DC is 16 and their Spell Attack mod is +8
Spell Points. 57
===Spell Slots.===
L1: OOOO, L2: OOO, L3: OOO, L4: OOO,
L5: O
2x Shilleagh MultiattackMelee Spell. +8 to hit.
Hit. 13 (2d8+4) Force damage.Draining Whip Ranged Spell Attack: +8 to hit, Range 20ft.
Hit. 13 (2d8+4) Necrotic damage, and the target is Grappled (Escape DC 16)
At the start of each turn, Grappled targets must succeed on a DC 16 CON Save or have its hit point maximum is reduced by an amount equal to the damage taken, and heal the Druid for half as much.
Poisonous Vines. L4 Spell, Concentration, 20 Radius of vines create a difficult terrain.
All creatures that enter or start their turn within the area must make a DC 16 STR save or become restrained. Moving through the vines deals 1d6 piercing damage per 5ft.If they end their turn in the area, they must make a DC 16 CON save or become poisoned for 1 minute.
Poison Effects. For every 4 under the DC 16 CON Save, apply one of the following effects until the creature succeeds three DC 16 CON saves at the end of their turn.
Failing three of these saves before succeeding on the third means the effect remains until they complete a Long Rest.
Silent Killer The victim is silenced.
See no Evil. The victim is blinded.
Long Death. The poison damage affects the victim's Current & Max HP, and they cannot receive healing.
Bleeding Death. The victim takes another 14 (4d6) Poison damage each time it fails the saving throw, and additional effects may apply if for every 3 they are below the DC 16 save.
Disruption. The victim is deafened. Casters must make a DC 16 Arcana check to use Verbal components.
Paralyzing Agent. The victim's arms are paralyzed. They cannot use their hands, and Casters must make a DC 16 Arcana check to use Somatic components.
Magic Resistance. The Druid has advantage on saving throws against spells and other magical effects.Spellcasting. The Druid is a L10 spellcaster, and has prepared 14 Spells through WIS
Their Spell Save DC is 16 and their Spell Attack mod is +8
Spell Points. 64
===Spell Slots.===
L1: OOOO, L2: OOO, L3: OOO, L4: OOO,
L5: OO
2x Shilleagh MultiattackMelee Spell. +8 to hit.
Hit. 13 (2d8+4) Force damage.Draining Whip Ranged Spell Attack: +8 to hit, Range 20ft.
Hit. 13 (2d8+4) Necrotic damage, and the target is Grappled (Escape DC 16)
At the start of each turn, Grappled targets must succeed on a DC 16 CON Save or have its hit point maximum is reduced by an amount equal to the damage taken, and heal the Druid for half as much.
Poisonous Gas L4 Spell, Concentration, 20 Radius of blinding fog restricting vision to 5ft.
All creatures that enter or start their turn within the area must make a DC 16 CON save or remain blinded for 1 minute.If they end their turn in the area, they must make a DC 16 CON save or become poisoned for 1 minute.
Poison Effects. For every 4 under the DC 16 CON Save, apply one of the following effects until the creature succeeds three DC 16 CON saves at the end of their turn.
Failing three of these saves before succeeding on the third means the effect remains until they complete a Long Rest.
Silent Killer The victim is silenced.
See no Evil. The victim is blinded.
Long Death. The poison damage affects the victim's Current & Max HP, and they cannot receive healing.
Bleeding Death. The victim takes another 14 (4d6) Poison damage each time it fails the saving throw, and additional effects may apply if for every 3 they are below the DC 16 save.
Disruption. The victim is deafened. Casters must make a DC 16 Arcana check to use Verbal components.
Paralyzing Agent. The victim's arms are paralyzed. They cannot use their hands, and Casters must make a DC 16 Arcana check to use Somatic components.
Magic Resistance. The Druid has advantage on saving throws against spells and other magical effects.Spellcasting. The Druid is a L12 spellcaster, and has prepared 17 Spells through WIS
Their Spell Save DC is 16 and their Spell Attack mod is +8
Spell Points. 73
===Spell Slots.===
L1: OOOO, L2: OOO, L3: OOO, L4: OOO,
L5: OO, L6: O
2x Shilleagh MultiattackMelee Spell. +8 to hit.
Hit. 19 (3d8+5) Force damage.Draining Whip Ranged Spell Attack: +8 to hit, Range 25ft.
Hit. 19 (3d8+5) Necrotic damage, and the target is Grappled (Escape DC 16)
At the start of each turn, Grappled targets must succeed on a DC 16 CON Save or have its hit point maximum is reduced by an amount equal to the damage taken, and heal the Druid for half as much.
Poisonous Gas L3 Spell, Concentration, 25 Radius of blinding fog restricting vision to 5ft.
All creatures that enter or start their turn within the area must make a DC 16 CON save or remain blinded for 1 minute.If they end their turn in the area, they must make a DC 16 CON save or become poisoned for 1 minute.
Poison Effects. For every 5 under the DC 16 CON Save, apply one of the following effects until the creature succeeds three DC 16 CON saves at the end of their turn.
Failing three of these saves before succeeding on the third means the effect remains until they complete a Long Rest.
Silent Killer The victim is silenced.
See no Evil. The victim is blinded.
Long Death. The poison damage affects the victim's Current & Max HP, and they cannot receive healing.
Bleeding Death. The victim takes another 18 (5d6) Poison damage each time it fails the saving throw, and additional effects may apply if for every 2 they are below the DC 16 save.
Disruption. The victim is deafened. Casters must make a DC 16 Arcana check to use Verbal components.
Paralyzing Agent. The victim's arms are paralyzed. They cannot use their hands, and Casters must make a DC 16 Arcana check to use Somatic components.
Magic Resistance. The Druid has advantage on saving throws against spells and other magical effects.Spellcasting. The Druid is a L13 spellcaster, and has prepared 17 Spells through WIS
Their Spell Save DC is 15 and their Spell Attack mod is +7
Spell Points. 83
===Spell Slots.===
L1: OOOO, L2: OOO, L3: OOO, L4: OOO,
L5: OO, L6: O, L7: O
2x Shilleagh MultiattackMelee Spell. +7 to hit.
Hit. 18 (3d8+4) Force damage.Draining Whip Ranged Spell Attack: +7 to hit, Range 20ft.
Hit. 18 (3d8+4) Necrotic damage, and the target is Grappled (Escape DC 15)
At the start of each turn, Grappled targets must succeed on a DC 15 CON Save or have its hit point maximum is reduced by an amount equal to the damage taken, and heal the Druid for half as much.
Poisonous Vines. L3 Spell, Concentration, 20 Radius of vines create a difficult terrain.
All creatures that enter or start their turn within the area must make a DC 15 STR save or become restrained. Moving through the vines deals 1d6 piercing damage per 5ft.If they end their turn in the area, they must make a DC 15 CON save or become poisoned for 1 minute.
Poison Effects. For every 5 under the DC 15 CON Save, apply one of the following effects until the creature succeeds three DC 15 CON saves at the end of their turn.
Failing three of these saves before succeeding on the third means the effect remains until they complete a Long Rest.
Silent Killer The victim is silenced.
See no Evil. The victim is blinded.
Long Death. The poison damage affects the victim's Current & Max HP, and they cannot receive healing.
Bleeding Death. The victim takes another 14 (4d6) Poison damage each time it fails the saving throw, and additional effects may apply if for every 3 they are below the DC 15 save.
Disruption. The victim is deafened. Casters must make a DC 15 Arcana check to use Verbal components.
Paralyzing Agent. The victim's arms are paralyzed. They cannot use their hands, and Casters must make a DC 15 Arcana check to use Somatic components.
Magic Resistance. The Druid has advantage on saving throws against spells and other magical effects.Spellcasting. The Druid is a L14 spellcaster, and has prepared 20 Spells through WIS
Their Spell Save DC is 17 and their Spell Attack mod is +9
Spell Points. 83
===Spell Slots.===
L1: OOOO, L2: OOO, L3: OOO, L4: OOO,
L5: OO, L6: O, L7: O
2x Shilleagh MultiattackMelee Spell. +9 to hit.
Hit. 24 (4d8+6) Force damage.Draining Whip Ranged Spell Attack: +9 to hit, Range 30ft.
Hit. 28 (4d10+6) Necrotic damage, and the target is Grappled (Escape DC 17)
At the start of each turn, Grappled targets must succeed on a DC 17 CON Save or have its hit point maximum is reduced by an amount equal to the damage taken, and heal the Druid for half as much.
Poisonous Gas L3 Spell, Concentration, 30 Radius of blinding fog restricting vision to 5ft.
All creatures that enter or start their turn within the area must make a DC 17 CON save or remain blinded for 1 minute.If they end their turn in the area, they must make a DC 17 CON save or become poisoned for 1 minute.
Poison Effects. For every 5 under the DC 17 CON Save, apply one of the following effects until the creature succeeds three DC 17 CON saves at the end of their turn.
Failing three of these saves before succeeding on the third means the effect remains until they complete a Long Rest.
Silent Killer The victim is silenced.
See no Evil. The victim is blinded.
Long Death. The poison damage affects the victim's Current & Max HP, and they cannot receive healing.
Bleeding Death. The victim takes another 21 (6d6) Poison damage each time it fails the saving throw, and additional effects may apply if for every 1 they are below the DC 17 save.
Disruption. The victim is deafened. Casters must make a DC 17 Arcana check to use Verbal components.
Paralyzing Agent. The victim's arms are paralyzed. They cannot use their hands, and Casters must make a DC 17 Arcana check to use Somatic components.
Magic Resistance. The Druid has advantage on saving throws against spells and other magical effects.Spellcasting. The Druid is a L14 spellcaster, and has prepared 20 Spells through WIS
Their Spell Save DC is 18 and their Spell Attack mod is +10
Spell Points. 83
===Spell Slots.===
L1: OOOO, L2: OOO, L3: OOO, L4: OOO,
L5: OO, L6: O, L7: O
2x Shilleagh MultiattackMelee Spell. +10 to hit.
Hit. 24 (4d8+6) Force damage.Draining Whip Ranged Spell Attack: +10 to hit, Range 30ft.
Hit. 28 (4d10+6) Necrotic damage, and the target is Grappled (Escape DC 18)
At the start of each turn, Grappled targets must succeed on a DC 18 CON Save or have its hit point maximum is reduced by an amount equal to the damage taken, and heal the Druid for half as much.
Poisonous Vines. L4 Spell, Concentration, 30 Radius of vines create a difficult terrain.
All creatures that enter or start their turn within the area must make a DC 18 STR save or become restrained. Moving through the vines deals 1d8 piercing damage per 5ft.If they end their turn in the area, they must make a DC 18 CON save or become poisoned for 1 minute.
Poison Effects. For every 4 under the DC 18 CON Save, apply one of the following effects until the creature succeeds three DC 18 CON saves at the end of their turn.
Failing three of these saves before succeeding on the third means the effect remains until they complete a Long Rest.
Silent Killer The victim is silenced.
See no Evil. The victim is blinded.
Long Death. The poison damage affects the victim's Current & Max HP, and they cannot receive healing.
Bleeding Death. The victim takes another 21 (6d6) Poison damage each time it fails the saving throw, and additional effects may apply if for every 1 they are below the DC 18 save.
Disruption. The victim is deafened. Casters must make a DC 18 Arcana check to use Verbal components.
Paralyzing Agent. The victim's arms are paralyzed. They cannot use their hands, and Casters must make a DC 18 Arcana check to use Somatic components.
Magic Resistance. The Druid has advantage on saving throws against spells and other magical effects.Spellcasting. The Druid is a L15 spellcaster, and has prepared 21 Spells through WIS
Their Spell Save DC is 18 and their Spell Attack mod is +10
Spell Points. 94
===Spell Slots.===
L1: OOOO, L2: OOO, L3: OOO, L4: OOO,
L5: OO, L6: O, L7: O, L8: O
2x Shilleagh MultiattackMelee Spell. +10 to hit.
Hit. 29 (5d8+6) Force damage.Draining Whip Ranged Spell Attack: +10 to hit, Range 30ft.
Hit. 34 (5d10+6) Necrotic damage, and the target is Grappled (Escape DC 18)
At the start of each turn, Grappled targets must succeed on a DC 18 CON Save or have its hit point maximum is reduced by an amount equal to the damage taken, and heal the Druid for half as much.
Poisonous Gas L4 Spell, Concentration, 30 Radius of blinding fog restricting vision to 5ft.
All creatures that enter or start their turn within the area must make a DC 18 CON save or remain blinded for 1 minute.If they end their turn in the area, they must make a DC 18 CON save or become poisoned for 1 minute.
Poison Effects. For every 4 under the DC 18 CON Save, apply one of the following effects until the creature succeeds three DC 18 CON saves at the end of their turn.
Failing three of these saves before succeeding on the third means the effect remains until they complete a Long Rest.
Silent Killer The victim is silenced.
See no Evil. The victim is blinded.
Long Death. The poison damage affects the victim's Current & Max HP, and they cannot receive healing.
Bleeding Death. The victim takes another 21 (6d6) Poison damage each time it fails the saving throw, and additional effects may apply if for every 1 they are below the DC 18 save.
Disruption. The victim is deafened. Casters must make a DC 18 Arcana check to use Verbal components.
Paralyzing Agent. The victim's arms are paralyzed. They cannot use their hands, and Casters must make a DC 18 Arcana check to use Somatic components.
Magic Resistance. The Druid has advantage on saving throws against spells and other magical effects.Spellcasting. The Druid is a L16 spellcaster, and has prepared 22 Spells through WIS
Their Spell Save DC is 17 and their Spell Attack mod is +9
Spell Points. 94
===Spell Slots.===
L1: OOOO, L2: OOO, L3: OOO, L4: OOO,
L5: OO, L6: O, L7: O, L8: O
3x Shilleagh MultiattackMelee Spell. +9 to hit.
Hit. 11 (1d8+6) Force damage.Draining Whip Ranged Spell Attack: +9 to hit, Range 30ft.
Hit. 12 (1d10+6) Necrotic damage, and the target is Grappled (Escape DC 17)
At the start of each turn, Grappled targets must succeed on a DC 17 CON Save or have its hit point maximum is reduced by an amount equal to the damage taken, and heal the Druid for half as much.
Poisonous Gas L3 Spell, Concentration, 30 Radius of blinding fog restricting vision to 5ft.
All creatures that enter or start their turn within the area must make a DC 17 CON save or remain blinded for 1 minute.If they end their turn in the area, they must make a DC 17 CON save or become poisoned for 1 minute.
Poison Effects. For every 5 under the DC 17 CON Save, apply one of the following effects until the creature succeeds three DC 17 CON saves at the end of their turn.
Failing three of these saves before succeeding on the third means the effect remains until they complete a Long Rest.
Silent Killer The victim is silenced.
See no Evil. The victim is blinded.
Long Death. The poison damage affects the victim's Current & Max HP, and they cannot receive healing.
Bleeding Death. The victim takes another 21 (6d6) Poison damage each time it fails the saving throw, and additional effects may apply if for every 1 they are below the DC 17 save.
Disruption. The victim is deafened. Casters must make a DC 17 Arcana check to use Verbal components.
Paralyzing Agent. The victim's arms are paralyzed. They cannot use their hands, and Casters must make a DC 17 Arcana check to use Somatic components.
Magic Resistance. The Druid has advantage on saving throws against spells and other magical effects.Spellcasting. The Druid is a L17 spellcaster, and has prepared 23 Spells through WIS
Their Spell Save DC is 18 and their Spell Attack mod is +10
Spell Points. 107
===Spell Slots.===
L1: OOOO, L2: OOO, L3: OOO, L4: OOO,
L5: OO, L6: O, L7: O, L8: O, L9: O
3x Shilleagh MultiattackMelee Spell. +10 to hit.
Hit. 15 (2d8+6) Force damage.Draining Whip Ranged Spell Attack: +10 to hit, Range 30ft.
Hit. 19 (2d12+6) Necrotic damage, and the target is Grappled (Escape DC 18)
At the start of each turn, Grappled targets must succeed on a DC 18 CON Save or have its hit point maximum is reduced by an amount equal to the damage taken, and heal the Druid for half as much.
Poisonous Gas L4 Spell, Concentration, 30 Radius of blinding fog restricting vision to 5ft.
All creatures that enter or start their turn within the area must make a DC 18 CON save or remain blinded for 1 minute.If they end their turn in the area, they must make a DC 18 CON save or become poisoned for 1 minute.
Poison Effects. For every 4 under the DC 18 CON Save, apply one of the following effects until the creature succeeds three DC 18 CON saves at the end of their turn.
Failing three of these saves before succeeding on the third means the effect remains until they complete a Long Rest.
Silent Killer The victim is silenced.
See no Evil. The victim is blinded.
Long Death. The poison damage affects the victim's Current & Max HP, and they cannot receive healing.
Bleeding Death. The victim takes another 21 (6d6) Poison damage each time it fails the saving throw, and additional effects may apply if for every 1 they are below the DC 18 save.
Disruption. The victim is deafened. Casters must make a DC 18 Arcana check to use Verbal components.
Paralyzing Agent. The victim's arms are paralyzed. They cannot use their hands, and Casters must make a DC 18 Arcana check to use Somatic components.
Magic Resistance. The Druid has advantage on saving throws against spells and other magical effects.Spellcasting. The Druid is a L18 spellcaster, and has prepared 24 Spells through WIS
Their Spell Save DC is 19 and their Spell Attack mod is +11
Spell Points. 114
===Spell Slots.===
L1: OOOO, L2: OOO, L3: OOO, L4: OOO,
L5: OOO, L6: O, L7: O, L8: O, L9: O
3x Shilleagh MultiattackMelee Spell. +11 to hit.
Hit. 15 (2d8+6) Force damage.Draining Whip Ranged Spell Attack: +11 to hit, Range 30ft.
Hit. 19 (2d12+6) Necrotic damage, and the target is Grappled (Escape DC 19)
At the start of each turn, Grappled targets must succeed on a DC 19 CON Save or have its hit point maximum is reduced by an amount equal to the damage taken, and heal the Druid for half as much.
Poisonous Gas L5 Spell, Concentration, 30 Radius of blinding fog restricting vision to 5ft.
All creatures that enter or start their turn within the area must make a DC 19 CON save or remain blinded for 1 minute.If they end their turn in the area, they must make a DC 19 CON save or become poisoned for 1 minute.
Poison Effects. For every 3 under the DC 19 CON Save, apply one of the following effects until the creature succeeds three DC 19 CON saves at the end of their turn.
Failing three of these saves before succeeding on the third means the effect remains until they complete a Long Rest.
Silent Killer The victim is silenced.
See no Evil. The victim is blinded.
Long Death. The poison damage affects the victim's Current & Max HP, and they cannot receive healing.
Bleeding Death. The victim takes another 21 (6d6) Poison damage each time it fails the saving throw, and additional effects may apply if for every 1 they are below the DC 19 save.
Disruption. The victim is deafened. Casters must make a DC 19 Arcana check to use Verbal components.
Paralyzing Agent. The victim's arms are paralyzed. They cannot use their hands, and Casters must make a DC 19 Arcana check to use Somatic components.
Legendary Resistance (OOOO/day). When the Druid fails a saving throw, it may choose to succeed instead.
Bossmode.The creature has as many Legendary Actions as it has remaining Resistances. One action = One attack. Full Round Action = 3 Actions.
Magic Resistance. The Druid has advantage on saving throws against spells and other magical effects.Spellcasting. The Druid is a L19 spellcaster, and has prepared 25 Spells through WIS
Their Spell Save DC is 19 and their Spell Attack mod is +11
Spell Points. 123
===Spell Slots.===
L1: OOOO, L2: OOO, L3: OOO, L4: OOO,
L5: OOO, L6: OO, L7: O, L8: O, L9: O
3x Shilleagh MultiattackMelee Spell. +11 to hit.
Hit. 15 (2d8+6) Force damage.Draining Whip Ranged Spell Attack: +11 to hit, Range 30ft.
Hit. 19 (2d12+6) Necrotic damage, and the target is Grappled (Escape DC 19)
At the start of each turn, Grappled targets must succeed on a DC 19 CON Save or have its hit point maximum is reduced by an amount equal to the damage taken, and heal the Druid for half as much.
Poisonous Gas L5 Spell, Concentration, 30 Radius of blinding fog restricting vision to 5ft.
All creatures that enter or start their turn within the area must make a DC 19 CON save or remain blinded for 1 minute.If they end their turn in the area, they must make a DC 19 CON save or become poisoned for 1 minute.
Poison Effects. For every 3 under the DC 19 CON Save, apply one of the following effects until the creature succeeds three DC 19 CON saves at the end of their turn.
Failing three of these saves before succeeding on the third means the effect remains until they complete a Long Rest.
Silent Killer The victim is silenced.
See no Evil. The victim is blinded.
Long Death. The poison damage affects the victim's Current & Max HP, and they cannot receive healing.
Bleeding Death. The victim takes another 21 (6d6) Poison damage each time it fails the saving throw, and additional effects may apply if for every 1 they are below the DC 19 save.
Disruption. The victim is deafened. Casters must make a DC 19 Arcana check to use Verbal components.
Paralyzing Agent. The victim's arms are paralyzed. They cannot use their hands, and Casters must make a DC 19 Arcana check to use Somatic components.
Legendary Resistance (OOOO/day). When the Druid fails a saving throw, it may choose to succeed instead.
Bossmode.The creature has as many Legendary Actions as it has remaining Resistances. One action = One attack. Full Round Action = 3 Actions.
Magic Resistance. The Druid has advantage on saving throws against spells and other magical effects.Spellcasting. The Druid is a L21 spellcaster, and has prepared 27 Spells through WIS
Their Spell Save DC is 19 and their Spell Attack mod is +11
Spell Points. 135
===Spell Slots.===
L1: At Will., L2: OOO, L3: OOO, L4: OOO,
L5: OOO, L6: OO, L7: OO, L8: O, L9: O
3x Shilleagh MultiattackMelee Spell. +11 to hit.
Hit. 20 (3d8+6) Force damage.Draining Whip Ranged Spell Attack: +11 to hit, Range 30ft.
Hit. 32 (4d12+6) Necrotic damage, and the target is Grappled (Escape DC 19)
At the start of each turn, Grappled targets must succeed on a DC 19 CON Save or have its hit point maximum is reduced by an amount equal to the damage taken, and heal the Druid for half as much.
Poisonous Vines. L5 Spell, Concentration, 30 Radius of vines create a difficult terrain.
All creatures that enter or start their turn within the area must make a DC 19 STR save or become restrained. Moving through the vines deals 1d10 piercing damage per 5ft.If they end their turn in the area, they must make a DC 19 CON save or become poisoned for 1 minute.
Poison Effects. For every 3 under the DC 19 CON Save, apply one of the following effects until the creature succeeds three DC 19 CON saves at the end of their turn.
Failing three of these saves before succeeding on the third means the effect remains until they complete a Long Rest.
Silent Killer The victim is silenced.
See no Evil. The victim is blinded.
Long Death. The poison damage affects the victim's Current & Max HP, and they cannot receive healing.
Bleeding Death. The victim takes another 21 (6d6) Poison damage each time it fails the saving throw, and additional effects may apply if for every 1 they are below the DC 19 save.
Disruption. The victim is deafened. Casters must make a DC 19 Arcana check to use Verbal components.
Paralyzing Agent. The victim's arms are paralyzed. They cannot use their hands, and Casters must make a DC 19 Arcana check to use Somatic components.
Legendary Resistance (OOOO/day). When the Druid fails a saving throw, it may choose to succeed instead.
Bossmode.The creature has as many Legendary Actions as it has remaining Resistances. One action = One attack. Full Round Action = 3 Actions.
Magic Resistance. The Druid has advantage on saving throws against spells and other magical effects.Spellcasting. The Druid is a L23 spellcaster, and has prepared 29 Spells through WIS
Their Spell Save DC is 19 and their Spell Attack mod is +11
Spell Points. 148
===Spell Slots.===
L1: At Will., L2: OOOO, L3: OOOO, L4: OOOO,
L5: OOO, L6: OO, L7: OO, L8: O, L9: O
3x Shilleagh MultiattackMelee Spell. +11 to hit.
Hit. 24 (4d8+6) Force damage.Draining Whip Ranged Spell Attack: +11 to hit, Range 30ft.
Hit. 39 (5d12+6) Necrotic damage, and the target is Grappled (Escape DC 19)
At the start of each turn, Grappled targets must succeed on a DC 19 CON Save or have its hit point maximum is reduced by an amount equal to the damage taken, and heal the Druid for half as much.
Poisonous Vines. L5 Spell, Concentration, 30 Radius of vines create a difficult terrain.
All creatures that enter or start their turn within the area must make a DC 19 STR save or become restrained. Moving through the vines deals 1d10 piercing damage per 5ft.If they end their turn in the area, they must make a DC 19 CON save or become poisoned for 1 minute.
Poison Effects. For every 3 under the DC 19 CON Save, apply one of the following effects until the creature succeeds three DC 19 CON saves at the end of their turn.
Failing three of these saves before succeeding on the third means the effect remains until they complete a Long Rest.
Silent Killer The victim is silenced.
See no Evil. The victim is blinded.
Long Death. The poison damage affects the victim's Current & Max HP, and they cannot receive healing.
Bleeding Death. The victim takes another 21 (6d6) Poison damage each time it fails the saving throw, and additional effects may apply if for every 1 they are below the DC 19 save.
Disruption. The victim is deafened. Casters must make a DC 19 Arcana check to use Verbal components.
Paralyzing Agent. The victim's arms are paralyzed. They cannot use their hands, and Casters must make a DC 19 Arcana check to use Somatic components.
Legendary Resistance (OOOO/day). When the Druid fails a saving throw, it may choose to succeed instead.
Bossmode.The creature has as many Legendary Actions as it has remaining Resistances. One action = One attack. Full Round Action = 3 Actions.
Magic Resistance. The Druid has advantage on saving throws against spells and other magical effects.Spellcasting. The Druid is a L24 spellcaster, and has prepared 30 Spells through WIS
Their Spell Save DC is 20 and their Spell Attack mod is +12
Spell Points. 155
===Spell Slots.===
L1: At Will., L2: OOOO, L3: OOOO, L4: OOOO,
L5: OOOO, L6: OO, L7: OO, L8: O, L9: O
3x Shilleagh MultiattackMelee Spell. +12 to hit.
Hit. 24 (4d8+6) Force damage.Draining Whip Ranged Spell Attack: +12 to hit, Range 30ft.
Hit. 39 (5d12+6) Necrotic damage, and the target is Grappled (Escape DC 20)
At the start of each turn, Grappled targets must succeed on a DC 20 CON Save or have its hit point maximum is reduced by an amount equal to the damage taken, and heal the Druid for half as much.
Poisonous Vines. L6 Spell, Concentration, 30 Radius of vines create a difficult terrain.
All creatures that enter or start their turn within the area must make a DC 20 STR save or become restrained. Moving through the vines deals 1d10 piercing damage per 5ft.If they end their turn in the area, they must make a DC 20 CON save or become poisoned for 1 minute.
Poison Effects. For every 2 under the DC 20 CON Save, apply one of the following effects until the creature succeeds three DC 20 CON saves at the end of their turn.
Failing three of these saves before succeeding on the third means the effect remains until they complete a Long Rest.
Silent Killer The victim is silenced.
See no Evil. The victim is blinded.
Long Death. The poison damage affects the victim's Current & Max HP, and they cannot receive healing.
Bleeding Death. The victim takes another 21 (6d6) Poison damage each time it fails the saving throw, and additional effects may apply if for every 1 they are below the DC 20 save.
Disruption. The victim is deafened. Casters must make a DC 20 Arcana check to use Verbal components.
Paralyzing Agent. The victim's arms are paralyzed. They cannot use their hands, and Casters must make a DC 20 Arcana check to use Somatic components.
Legendary Resistance (OOOO/day). When the Druid fails a saving throw, it may choose to succeed instead.
Bossmode.The creature has as many Legendary Actions as it has remaining Resistances. One action = One attack. Full Round Action = 3 Actions.
Magic Resistance. The Druid has advantage on saving throws against spells and other magical effects.Spellcasting. The Druid is a L25 spellcaster, and has prepared 31 Spells through WIS
Their Spell Save DC is 20 and their Spell Attack mod is +12
Spell Points. 162
===Spell Slots.===
L1, L2: At Will., L3: OOOO, L4: OOOO,
L5: OOOO, L6: OO, L7: OO, L8: O, L9: O
3x Shilleagh MultiattackMelee Spell. +12 to hit.
Hit. 20 (3d8+6) Force damage.Draining Whip Ranged Spell Attack: +12 to hit, Range 30ft.
Hit. 39 (5d12+6) Necrotic damage, and the target is Grappled (Escape DC 20)
At the start of each turn, Grappled targets must succeed on a DC 20 CON Save or have its hit point maximum is reduced by an amount equal to the damage taken, and heal the Druid for half as much.
Poisonous Vines. L6 Spell, Concentration, 30 Radius of vines create a difficult terrain.
All creatures that enter or start their turn within the area must make a DC 20 STR save or become restrained. Moving through the vines deals 1d12 piercing damage per 5ft.If they end their turn in the area, they must make a DC 20 CON save or become poisoned for 1 minute.
Poison Effects. For every 2 under the DC 20 CON Save, apply one of the following effects until the creature succeeds three DC 20 CON saves at the end of their turn.
Failing three of these saves before succeeding on the third means the effect remains until they complete a Long Rest.
Silent Killer The victim is silenced.
See no Evil. The victim is blinded.
Long Death. The poison damage affects the victim's Current & Max HP, and they cannot receive healing.
Bleeding Death. The victim takes another 21 (6d6) Poison damage each time it fails the saving throw, and additional effects may apply if for every 1 they are below the DC 20 save.
Disruption. The victim is deafened. Casters must make a DC 20 Arcana check to use Verbal components.
Paralyzing Agent. The victim's arms are paralyzed. They cannot use their hands, and Casters must make a DC 20 Arcana check to use Somatic components.
Legendary Resistance (OOOO/day). When the Druid fails a saving throw, it may choose to succeed instead.
Bossmode.The creature has as many Legendary Actions as it has remaining Resistances. One action = One attack. Full Round Action = 4 Actions.
Magic Resistance. The Druid has advantage on saving throws against spells and other magical effects.Spellcasting. The Druid is a L26 spellcaster, and has prepared 32 Spells through WIS
Their Spell Save DC is 20 and their Spell Attack mod is +12
Spell Points. 169
===Spell Slots.===
L1, L2: At Will., L3: OOOO, L4: OOOO,
L5: OOOO, L6: OOO, L7: OO, L8: O, L9: O
4x Shilleagh MultiattackMelee Spell. +12 to hit.
Hit. 20 (3d8+6) Force damage.Draining Whip Ranged Spell Attack: +12 to hit, Range 30ft.
Hit. 39 (5d12+6) Necrotic damage, and the target is Grappled (Escape DC 20)
At the start of each turn, Grappled targets must succeed on a DC 20 CON Save or have its hit point maximum is reduced by an amount equal to the damage taken, and heal the Druid for half as much.
Poisonous Vines. L6 Spell, Concentration, 30 Radius of vines create a difficult terrain.
All creatures that enter or start their turn within the area must make a DC 20 STR save or become restrained. Moving through the vines deals 1d12 piercing damage per 5ft.If they end their turn in the area, they must make a DC 20 CON save or become poisoned for 1 minute.
Poison Effects. For every 2 under the DC 20 CON Save, apply one of the following effects until the creature succeeds three DC 20 CON saves at the end of their turn.
Failing three of these saves before succeeding on the third means the effect remains until they complete a Long Rest.
Silent Killer The victim is silenced.
See no Evil. The victim is blinded.
Long Death. The poison damage affects the victim's Current & Max HP, and they cannot receive healing.
Bleeding Death. The victim takes another 21 (6d6) Poison damage each time it fails the saving throw, and additional effects may apply if for every 1 they are below the DC 20 save.
Disruption. The victim is deafened. Casters must make a DC 20 Arcana check to use Verbal components.
Paralyzing Agent. The victim's arms are paralyzed. They cannot use their hands, and Casters must make a DC 20 Arcana check to use Somatic components.
Legendary Resistance (OOOO/day). When the Druid fails a saving throw, it may choose to succeed instead.
Bossmode.The creature has as many Legendary Actions as it has remaining Resistances. One action = One attack. Full Round Action = 4 Actions.
Magic Resistance. The Druid has advantage on saving throws against spells and other magical effects.Spellcasting. The Druid is a L28 spellcaster, and has prepared 34 Spells through WIS
Their Spell Save DC is 20 and their Spell Attack mod is +12
Spell Points. 182
===Spell Slots.===
L1, L2, L3: At Will., L4: OOOO,
L5: OOOO, L6: OOO, L7: OOO, L8: O, L9: O
4x Shilleagh MultiattackMelee Spell. +12 to hit.
Hit. 20 (3d8+6) Force damage.Draining Whip Ranged Spell Attack: +12 to hit, Range 30ft.
Hit. 39 (5d12+6) Necrotic damage, and the target is Grappled (Escape DC 20)
At the start of each turn, Grappled targets must succeed on a DC 20 CON Save or have its hit point maximum is reduced by an amount equal to the damage taken, and heal the Druid for half as much.
Poisonous Vines. L6 Spell, Concentration, 30 Radius of vines create a difficult terrain.
All creatures that enter or start their turn within the area must make a DC 20 STR save or become restrained. Moving through the vines deals 1d12 piercing damage per 5ft.If they end their turn in the area, they must make a DC 20 CON save or become poisoned for 1 minute.
Poison Effects. For every 2 under the DC 20 CON Save, apply one of the following effects until the creature succeeds three DC 20 CON saves at the end of their turn.
Failing three of these saves before succeeding on the third means the effect remains until they complete a Long Rest.
Silent Killer The victim is silenced.
See no Evil. The victim is blinded.
Long Death. The poison damage affects the victim's Current & Max HP, and they cannot receive healing.
Bleeding Death. The victim takes another 21 (6d6) Poison damage each time it fails the saving throw, and additional effects may apply if for every 1 they are below the DC 20 save.
Disruption. The victim is deafened. Casters must make a DC 20 Arcana check to use Verbal components.
Paralyzing Agent. The victim's arms are paralyzed. They cannot use their hands, and Casters must make a DC 20 Arcana check to use Somatic components.
Legendary Resistance (OOOO/day). When the Druid fails a saving throw, it may choose to succeed instead.
Bossmode.The creature has as many Legendary Actions as it has remaining Resistances. One action = One attack. Full Round Action = 4 Actions.
Magic Resistance. The Druid has advantage on saving throws against spells and other magical effects.Spellcasting. The Druid is a L29 spellcaster, and has prepared 35 Spells through WIS
Their Spell Save DC is 20 and their Spell Attack mod is +12
Spell Points. 189
===Spell Slots.===
L1, L2, L3, L4: At Will.,
L5: OOOO, L6: OOO, L7: OOO, L8: O, L9: O
4x Shilleagh MultiattackMelee Spell. +12 to hit.
Hit. 20 (3d8+6) Force damage.Draining Whip Ranged Spell Attack: +12 to hit, Range 30ft.
Hit. 45 (6d12+6) Necrotic damage, and the target is Grappled (Escape DC 20)
At the start of each turn, Grappled targets must succeed on a DC 20 CON Save or have its hit point maximum is reduced by an amount equal to the damage taken, and heal the Druid for half as much.
Poisonous Vines. L6 Spell, Concentration, 30 Radius of vines create a difficult terrain.
All creatures that enter or start their turn within the area must make a DC 20 STR save or become restrained. Moving through the vines deals 1d12 piercing damage per 5ft.If they end their turn in the area, they must make a DC 20 CON save or become poisoned for 1 minute.
Poison Effects. For every 2 under the DC 20 CON Save, apply one of the following effects until the creature succeeds three DC 20 CON saves at the end of their turn.
Failing three of these saves before succeeding on the third means the effect remains until they complete a Long Rest.
Silent Killer The victim is silenced.
See no Evil. The victim is blinded.
Long Death. The poison damage affects the victim's Current & Max HP, and they cannot receive healing.
Bleeding Death. The victim takes another 21 (6d6) Poison damage each time it fails the saving throw, and additional effects may apply if for every 1 they are below the DC 20 save.
Disruption. The victim is deafened. Casters must make a DC 20 Arcana check to use Verbal components.
Paralyzing Agent. The victim's arms are paralyzed. They cannot use their hands, and Casters must make a DC 20 Arcana check to use Somatic components.