G3

Druid Shapeshift Forms

These are the forms available to shapeshifting druids (listed alphabetically).

Air Elemental

Strength: 20
Dexterity: 10

Base Armor Class: 0
Number of Attacks: 1
Attack Damage: 3d10 slashing + 2d6 electrical; mist creatures take an additional 2d8 damage

Special Abilities:
- Whirlwind aura: nearby enemies take 3d8 slashing damage/rd, save vs. breath weapon for 1/2 damage; 50% spell failure chance; cloud spells disrupted)
- Immune to electricity damage
- 75% resistance to missile damage

The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.

Black Bear

Strength: 18/00
Dexterity: 10

Base Armor Class: 7
Number of Attacks: 3
Attack Damage: 1d6 piercing, strikes as +1 weapon

The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.

Boring Beetle

Strength: 18/51
Dexterity: 8

Base Armor Class: -2
Number of Attacks: 1
Attack Damage: 5d4 slashing, strikes as +1 weapon

Special Abilities:
- Slashing Resistance: 25%
- Piercing Resistance: 25%
- Missile Resistance: 50%

The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.

Dire Wolf

Strength: 18/76
Dexterity: 16

Base Armor Class: 2
Number of Attacks: 2
Attack Damage: 1d8 piercing, strikes as +1 weapon

The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.

Earth Elemental

Strength: 20
Dexterity: 10

Base Armor Class: 0
Number of Attacks: 1
Attack Damage: 4d8 crushing + knockback (save vs. breath weapon to avoid)

Special Abilities:
- 50% resistance to missile damage
- 50% resistance to slashing damage
- 50% resistance to piercing damage
- 25% extra damage from crushing weapons

The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.

Fire Elemental

Strength: 20
Dexterity: 10

Base Armor Class: 0
Number of Attacks: 1
Attack Damage: 3d8 crushing + 3d6 fire + burn (2d6/rd, save vs. breath weapon each round to remove)

Special Abilities:
- Fire aura: nearby enemies take 3d6 fire damage/rd, save vs. breath weapon for 1/2 damage)
- Immune to fire damage
- 50% extra damage from cold

The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.

Lesser Air Elemental

Strength: 18/00
Dexterity: 10

Base Armor Class: 2
Number of Attacks: 1
Attack Damage: 2d10 slashing + 1d6 electrical; mist creatures take an additional 2d8 damage

Special Abilities:
- Whirlwind aura: nearby enemies take 2d8 slashing damage/rd, save vs. breath weapon at +2 for 1/2 damage; 50% spell failure chance; cloud spells disrupted)
- Immune to electricity damage
- 75% resistance to missile damage

The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.

Lesser Earth Elemental

Strength: 18/00
Dexterity: 10

Base Armor Class: 2
Number of Attacks: 1
Attack Damage: 3d8 crushing + knockback (save vs. breath weapon at +2 to avoid)

Special Abilities:
- 50% resistance to missile damage
- 50% resistance to slashing damage
- 50% resistance to piercing damage
- 25% extra damage from crushing weapons

The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.

Lesser Fire Elemental

Strength: 18/00
Dexterity: 10

Base Armor Class: 2
Number of Attacks: 1
Attack Damage: 2d8 crushing + 2d6 fire + burn (1d6/rd, save vs. breath weapon at +2 each round to remove)

Special Abilities:
- Fire aura: nearby enemies take 2d6 fire damage/rd, save vs. breath weapon at +2 for 1/2 damage)
- Immune to fire damage
- 50% extra damage from cold

The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.

Lesser Water Elemental

Strength: 18/00
Dexterity: 10

Base Armor Class: 2
Number of Attacks: 1
Attack Damage: 3d6 crushing + drown (-4 to hit, -4 AC, -4 saves, can't spellcast, and 1d3 damage per second; save vs. spell at +2 1/rd to end)

Special Abilities:
- Quench: extinguish nearby persistent fire effects
- 25% resistance to missile damage
- 25% resistance to slashing damage
- 25% resistance to piercing damage
- 75% resistance to crushing damage

The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.

Polar Bear

Strength: 19
Dexterity: 10

Base Armor Class: 4
Number of Attacks: 3
Attack Damage: 1d12 slashing, strikes as +1 weapon

Special Abilities:
- Cold Resistance: 50%

The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.

Water Elemental

Strength: 20
Dexterity: 10

Base Armor Class: 0
Number of Attacks: 1
Attack Damage: 4d6 crushing + drown (-4 to hit, -4 AC, -4 saves, can't spellcast, and 1d3 damage per second; save vs. spell 1/rd to end)

Special Abilities:
- Quench: extinguish nearby persistent fire effects
- 25% resistance to missile damage
- 25% resistance to slashing damage
- 25% resistance to piercing damage
- 75% resistance to crushing damage

The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.

Wolf

Strength: 18
Dexterity: 15

Base Armor Class: 6
Number of Attacks: 2
Attack Damage: 1d6 piercing, strikes as +1 weapon

The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.