Druid of the Deep Organization in Alcirya | World Anvil

Druid of the Deep

The rare gray druids inhabit and tend the shadowy realms of the hidden life that exists without sunlight - fungi, molds, and slimes - and the nocturnal creatures that dwell in lightless, subterranean realms. Gray druids are more closely associated with the earth than with other elements of Nature. While many of them live in underground caves or ruins (especially in the Underworld), they are found any place fungal life grows abundantly, either above or below ground.

Gray druids oppose dungeon delvers, especially dwarves, who they believe defile and exploit the underground environment. They have very good relations with Svifneblin and passable relations with Rockseer elves, who they feel show more appreciation of the beauty of the Underworld than most dwarves or men.

But the gray druids don't always oppose surface dwellers. Suppose a maze of caverns has developed a complex ecology: fungi, slimes, rust monsters, subterranean lizards, purple worms, and so on. Then an evil wizard and his ogres move in and begin "clearing" the caverns, destroying the monsters in preparation to establish an underground stronghold. In this situation, the gray druid might recruit a party of adventurers--not to loot the caverns (though the PCs may take the wizard's treasure) but to defeat the wizard's forces--and in so doing, save the local ecology from destruction.

They usually take part of an underground cavern - a thriving subterranean ecosystem - for a grove.

 
Tenets of Faith
Protect the wild places of the world from destruction and overuse. Oppose the rampant spread of cities and empires.
Hunt aberrant monsters and other abominations of nature.
Do not fear or condemn the savagery of nature. Live in harmony with the wild.
Follow your goals and seek your own destiny.
Keep to the shadows, avoiding the blazing light of zealous good and the utter darkness of evil.
Seek new horizons and new experiences, and let nothing tie you down.
 
Duties and Rites of the Priest
TBD
Also Known As
 
Worshiped God
Gruenvater
 
Known Titan(s)
None
 
Archetype
Gray Druid
 
Typical Alignments
Neutral
 
Holy Symbol
The totem animal for the Gray Druid is the raccoon.
 
Affiliate Order(s)
None
 
Opposition Order(s)
Brotherhood of the Eye, Long Fangs
 
Leader
Grand Druid Lethrak
 
Typical Racial Followers
TBD
 
Dedicated Servants
All the true-born creatures of the world.
 
Initial Funds
3d6 x 10 gp (once the priest has bought their equipment, they must return all the remaining funds to their organization except for d3 gp)
 
Minimum Ability Scores
Wisdom 12, Charisma 15 ,Prime Req. Wisdom
 
Race(s) Allowed
Human, Stained
 
Followers and Strongholds
TBD
 
Limitations
Gray druid Animal sphere spells affect only animals native to subterranean environments, A gray druid has a -2 penalty on saving throws against spells creating bright light, such as continual light, Due to long enmity, dwarves react to gray druids at -2. (The reverse is also true.)
 
Non-Weapon Proficiencies Required
Direction Sense, Herbalism, Blind-Fighting
 
Non-Weapon Proficiencies Recommended
None
 
Weapon Proficiencies Required
None
 
Weapons Permitted
club, sickle, dart, spear, dagger, scimitar, sling, staff
 
Armor Permitted
Leather armor, wooden shield
     
Granted Powers
Shapechange, into a normal reptile, a normal mammal, or a nonpoisonous giant spider at 7th level. The druid can assume each form once per day. The druid can change only into a reptile or mammal that dwells underground, such as a mole, badger, tunnel snake, etc. The ability is otherwise identical to druidic Shapechange.

Identifies with perfect accuracy pure water, fungi, subterranean animals, and all slimes, puddings, jellies and molds (including monster types) at 3rd level.

Learns the languages of subterranean creatures (orcs, goblins, troglodytes, xorn, etc.), gaining one extra proficiency slot every three levels (at 3rd, 6th, etc.) for this purpose.

Controls fungi, jellies, molds, oozes, puddings, and slimes (nonintelligent or of animal Intelligence) at 7th level. The druid can use this power once per day to control 1 Hit Die of creatures per level. It affects only a 30-yard radius around the druid. For instance, Rybna, a 10th-level druid, could control two 5 HD slimes or one 10 HD pudding. The creatures receive no saving throw, but remain controlled only as long as they stay within 30 yards of the druid. An uncontrolled creature reverts to its normal behavior patterns. A gray druid like Rybna will not send a controlled monster to its death unless by doing so she can protect the subterranean ecology. This power does not animate a stationary entity or grant it any new abilities. (Rybna could command a shrieker to shriek or be silent or move, but not to sing or speak.) Control lasts for one turn per level of the druid.

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