Druidic Clan of the North Star

A Clan of Druids lead by Archdruid Velluvia that follow of ways of the Circle of Stars (adapted from DnD 5e).

Lvl 10 senior druid - Melee
M85
North Star: Weal or Woe.

Once per Round when a Primary die is rolled, you can adjust the result by 1 face. If it is odd, the Primary die is raised, but if it is even, it is lowered.

Armorsmith.

When fighting against armored enemies, Dain Crits on a 7 or 8 on the Primary die.

Choose one.
  • Forge Strike (2x). Fire.
  • Heat Metal.

    (Concentration, Range 8, target has Metal Armor) Choose a target that has metal armor. At the start of each of their Turns, they take 2d8 Fire and make a Concentration save in Concentrating.

Level 20 Solo "Astral Elf" Archdruid of Starlight
100/hero
All+++
Divine Shield.

Velluvia negates 20 damage from all sources except Necrotic and Crits. Immune to Force.

Shapeshifted Greatwyrm.

Velluvia has Telepathy and can cast all Stormshifter (Druid) spells (and Simulacrum) outside of combat.

Will of the Father.

Velluvia can sacrifice all of her Turns to instead halve all damage her allies take. She takes all mitigated damage, which can't be reduced.

After each Hero's Turn, choose one.
  • Cosmic Speech.

    Teleport 8, then (Reach 8, AoE) DC21 WIL save or have 1 Wound cleared and ceased hostilities against Velluvia until they or one of their allies are damaged.

  • Radiant Slash.

    Teleport 2, then (Cone 6) DC21 DEX save or 4d8+30 Radiant. Evil Creatures cannot regain HP until the end of their next Turn.

  • Astral Implosion.

    Teleport 4, then (Range 12, 8x8 Area) DC21 STR save or 5d8+20 Force damage and Pulled toward the center up to a number of spaces equal to the highest die.

  • Gravity Wave (1 use).

    (Concentration) Teleport 8, then (Reach 8, AoE) DC21 STR save or Frightened and Prone until they leave the AoE. Each time an enemy takes an Action in the Area, they take 1d8 Force damage.

BLOODIED:

Velluvia can no longer maintain her Elf form and reverts to her Amethyst Dragon form. She becomes Gargantuan, regains Gravity Wave as a passive ability, and gains Fly 12 and Singularity Breath.

Singularity Breath (1 use). Teleport 12, then (Cone 6) DC21 INT save or 4d8+40 Force damage and can’t Move on their next Turn, half damage only on save.

LAST STAND:

Velluvia is nearly down! 200 more damage and she'd defeated. Until then, the range of her Gravity Wave and the damage negation of Divine Shield doubles.

Will of the Father is intended for if she is an ally of the party in the final battle. Rather than use the per Hero HP, in this scenario she has 600 HP. Any "extra" HP comes from all of the other NPC allies participating in the final battle.