Rancorous Druids
Creature 11 — humanoid, troop
Followers of Rovagug must usually conceal their devotion to the Rough Beast, hiding in remote cave complexes or abandoned ruins; but they emerge from these strongholds when they sense weakness, gathering together into a destructive, homicidal mob to hunt down high-ranking priests of rival deities or slaughter entire towns. Alternatively, if their hidden bolthole is compromised, a mob of Rovagug's faithful might emerge-not hoping to save themselves, but intent only on taking their enemies with th
Source: wardens-of-wildwood-bestiary
Perception +21
Skills athletics +22, intimidation +21, religion +22
Str
+7
Dex
+2
Con
+6
Int
+2
Wis
+5
Cha
+4
AC 31
Fort +23
Ref +17
Will +22
HP 195
Weaknesses area-damage 15, splash-damage 8
Speed 25 feet
Abilities
Form Up — Form Up
Collective Swarm — The rancorous druids collectively transform into a swarm of Tiny insects. They cast Swarm Form heightened to 6th rank, but the duration is 1 hour instead of 5 minutes.
Troop Defenses — Thresholds 130 (3 segments), 65 (2 segments)
Troop Defenses
Troop Movement — Whenever the troop Strides, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves up to their Speed. This works just like a Gargantuan creature moving; for instance, if any square of the troop enters difficult terrain, the extra movement cost applies to the whole troop.
Troop Spellcasting — When the rancorous priesthood Casts a Spell, their 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.
Wild Swing — 1 to 3
Frequency once per round
Effect The members of the mob wildly swing their weapons-primarily greataxes-in a chaotic attack at each enemy adjacent to the troop (DC 27 Reflex save). The damage depends on the number of actions.
1 1d12+2 slashing damage
2 2d12+9 slashing damage
3 3d12+9 slashing damage
Spells
Blight (Doesn't Require Secondary Casters) (rank 4)
Hydraulic Torrent (rank 4)
Fireball (rank 3)
Slow (rank 3)
Wall of Thorns (rank 3)
Acid Grip (rank 2)
Detect Magic (rank 1)
Frostbite (rank 1)
Light (rank 1)
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