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System Reference Document 5.2.1
Druid
Druid
Medium or Small Humanoid (Druid), Neutral
AC 13  Initiative +1 (11)
HP 44 (8d8 + 8)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 10 +0 +0 Dex 12 +1 +1 Con 13 +1 +1
Int 12 +1 +1 WIS 16 +3 +3 Cha 11 +0 +0
Skills Medicine +5, Nature +3, Perception +5
Gear Studded Leather Armor
Senses Passive Perception 15
Languages Common, Druidic, Sylvan
CR 2 (XP 450; PB +2)
Actions
Multiattack. The druid makes two attacks, using Vine 
Staff or Verdant Wisp in any combination.
Vine Staff. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 
+ 3) Bludgeoning damage plus 2 (1d4) Poison damage.
Verdant Wisp. Ranged Attack Roll: +5, range 90 ft. Hit: 
10 (3d6) Radiant damage.
Spellcasting. The druid casts one of the following 
spells, using Wisdom as the spellcasting ability (spell 
save DC 13):
At Will: Druidcraft, Speak with Animals
2/Day Each: Entangle, Thunderwave
1/Day Each: Animal Messenger, Long-
strider, Moonbeam
Dryad
Dryad
Medium Fey, Neutral
AC 16  Initiative +1 (11)
HP 22 (5d8)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 10 +0 +0 Dex 12 +1 +1 Con 11 +0 +0
Int 14 +2 +2 WIS 15 +2 +2 Cha 18 +4 +4
Skills Perception +4, Stealth +5
Senses Darkvision 60 ft.; Passive Perception 14
Languages Elvish, Sylvan
CR 1 (XP 200; PB +2)
Traits
Magic Resistance. The dryad has Advantage on saving 
throws against spells and other magical effects.
Speak with Beasts and Plants. The dryad can com-
municate with Beasts and Plants as if they shared 
a language.
Actions
Multiattack. The dryad makes one Vine Lash or 
Thorn Burst attack, and it can use Spellcasting to cast 
Charm Monster.
Vine Lash. Melee Attack Roll: +6, reach 10 ft. Hit: 8 
(1d8 + 4) Slashing damage.
Thorn Burst. Ranged Attack Roll: +6, range 60 ft. Hit: 7 
(1d6 + 4) Piercing damage.
Spellcasting. The dryad casts one of the following 
spells, requiring no Material components and using 
Charisma as the spellcasting ability (spell save DC 14):
At Will: Animal Friendship, Charm Monster (lasts 24 
hours; ends early if the dryad casts the spell again), 
Druidcraft
1/Day Each: Entangle, Pass without Trace
Bonus Actions
Tree Stride. If within 5 feet of a Large or bigger tree, the 
dryad teleports to an unoccupied space within 5 feet 
of a second Large or bigger tree that is within 60 feet of 
the previous tree.
Earth Elemental
Earth Elemental
Large Elemental, Neutral
AC 17  Initiative −1 (9)
HP 147 (14d10 + 70)
Speed 30 ft., Burrow 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 20 +5 +5 Dex 8 −1 −1 Con 20 +5 +5
Int 5 −3 −3 WIS 10 +0 +0 Cha 5 −3 −3
Vulnerabilities Thunder
Immunities Poison; Exhaustion, Paralyzed, Petrified, 
Poisoned, Unconscious
Senses Darkvision 60 ft., Tremorsense 60 ft.; 
Passive Perception 10
Languages Primordial (Terran)
CR 5 (XP 1,800; PB +3)
Traits
Earth Glide. The elemental can burrow through 
nonmagical, unworked earth and stone. While do-
ing so, the elemental doesn’t disturb the material it 
moves through.
Siege Monster. The elemental deals double damage to 
objects and structures.
Actions
Multiattack. The elemental makes two attacks, using 
Slam or Rock Launch in any combination.
Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 
+ 5) Bludgeoning damage.