D&D A-Z: C is for Caerwyn

26 Vibrant NPC’s to Give Your Campaign a Boost

Start Here if you’re confused.

 

C: Caerwyn, Archdruid of the Chatreuse Haze Circle

  • Major Motivation: She wants to retire and spend the rest of her days tending her garden.
  • Supporting Motivation: She’s looking for a successor.
  • Quirk- She’s got that Timeless Body so she looks just like your average grandma, but in reality, she’s so much more.
  • Flaw- Kind of senile
  • Like/Dislike – Likes fresh berries. Not jams. No cordials. BERRIES

Introduction:

NPC D&D Idea Campaign

The local Archdruid is the most powerful divine spellcaster in the tri-county area. She’s been assisting the local villages for ages, and everyone for leagues around respects and loves her. Her kindness is renowned.

But you just need a quick reincarnation spell to get your buddy back in the game.

You approach her cottage, a beautiful mish-mash of the spiderweb of tree roots and shiny river stones. Kind or not, this caliber of spellcaster still sends a tingle of fear up your spine as the ambient magic hits you.

You approach the door and knock.

“Come in,” an elderly woman’s voice floats from inside. “But do it quickly, don’t tarry in my doorway, dear.”

Obliging, you open the door but clouds of a greenish-yellow smoke billow from the doorway. Immediately, you’re seized with a coughing fit. After a moment, you clear your lungs and duck inside, closing the door behind you.

The cottage’s interior is hard to make out through the weird haze, but you see the Archdruid sitting in a rocking chair, giving you the sternest look from beneath the layers of wrinkles above her eyes.

“I told you to shut the door quickly. Now you’ve gone and let all the smoke out,” she fusses and throws a brick of some dried herbs on the fire. A new plume darkens the room. You pull your shirt above your mouth though your eyes still water. She tuts at you.

“What can I do for you, dear? Hurry and tell me. I can see an old woman’s medicine is too much for you.” She laughs at her own joke.

You explain the need for a reincarnation spell and offer her the bottle of strawberry cordial you picked up from the local tavern. The Bouncing Beholder’s barmaid said she knew Caerwyn was fond of berries.

Caerwyn eyes the bottle, then wearily accepts it, placing it next to her on the table. “Alright, well, let’s see what I can do.” Her eyes alight on your armor, your weapons, your capable bearing. “Actually, there may be a favor you can do for me in return for this. Have you ever thought about learning Druidry?”

You probably haven’t, but you think about it anyhow as you sit down. Her chair is the most comfortable chair you’ve ever been in. You feel so happy. Sure, why not? You could be a druid.

Roll a Wisdom save.

Stat Block:

From the amazing RPG Tinker.

Caerwyn, “Archdruid”
Human


Armor Class: 15 (Studded leather)

Hit Points: 225 (30d8 +90)

Speed: 30ft (9m / 6 sqr)

Proficiency: +9


STR 10 (+0) DEX 17 (+3) CON17 (+3) INT 12 (+1) WIS 17 (+3) CHA15 (+2)


Skills: Nature +10 Survival +12 Animal Handling +12 Medicine +12

Saving Throws: Wisdom +12 Constitution +12 

Challenge: 14 (15000 XP) 


Actions

Quarterstaff. Melee Weapon Attack +9 to hit, reach 5 ft, one target. Hit: 3 (1d6 +0 ) bludgeoning damage.

Properties: Versatile (1d8),


Spells

Spellcasting. the Warden is an 30th-level druid. Its spellcasting ability is Wisdom (spell save DC 20, to hit with spell attacks +12)

Cantrips (at will): Guidance, Thorn Whip, Shillelagh, Druidcraft, Mending,

1st level (4 slots): Healing Word, Create or Destroy Water, Entangle,

2nd level (3 slots): Pass without Trace, Beast Sense, Locate Animals or Plants, Heat Metal,

3rd level (3 slots): Plant Growth, Daylight, Stinking Cloud, Conjure Animals, Call Lightning,

4th level (3 slots): Stoneskin, Stone Shape, Conjure Minor Elementals, Dominate Beast, Control Water,

5th level (3 slots): Antilife Shell, Reincarnate

6th level (2 slots): Heroes’ Feast, Find the Path,

7th level (2 slots): Mirage Arcane,

8th level (1 slots): Animal Shapes,

9th level (1 slots): Storm of Vengeance, Shapechange,

 Click here to see spells descriptions (external tool)


Special Abilities

Verdant Keeper: Due to his connection with nature the Warden can cast a ritual that can greatly increase the growth of a animal or a plant. For each hour focusing the ritual, the creature grows 10% of its expected livespawn. Wardens usually retires themselves to regrow a entire region with months of work.
Animal Friend: As an action the Warden can charm a small or smaller animal to follow some simple orders. The creature must succeed on a WIS saving throw agains the Warden spellcasting CD. On a failure the warden can give a simple order with 5 or less words. The creature will only obbey the order if it didn’t show any kind of danger to itself. The charm effect lasts for one day. The warden can charm a number of creatures equal to its WIS.
Wild Shape: Once per day as an action the Warden can magically assume the shape of a beast that he has seen before. The creature must have a maximum CR of 1/4 and no flying or swimming speed. Same rules as Druid Wild Shape.


Racial Features

Ability Modifiers: +1 to all

Languages: speaks Common and one extra.

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