Druidic Clan of the Farseeing Eye

A Clan of Druids lead by Archdruid Shimala that follow of ways of the Circle of Dreams (adapted from DnD 5e). Shimala's home base is on the continent of Osse.

Lvl 18 humanoid (eastern aasimar) - Ranged
6200
Farseeing Eye: Waking Dream.

A Creature must make a WIL save in order to target them, using the DC in their other abilities.

Blind Truesight.

Immune to Blinded. Does not need eyes to "see" Creatures within Reach 20.

Archdruid.

Can cast all Stormshifter (Druid) spells outside of combat.

Choose one.
  • Seeking Stars (4x). Radiant.

    (Range 10) Primary die is increased by one face. On Damage: Blinded.

  • Spatial Warp.

    (Reach 10) DC16 WIL save or 3d6+20 Force and Teleported a number of spaces equal to the roll, damage only on save.

  • Temporal Warp.

    (Reach 10) DC16 WIL save or 3d6+20 Psychic, Dazed, and Slowed, damage only on save.

Lvl 18 humanoid (eastern aasimar) - Aoe
6200
Farseeing Eye: Waking Dream.

A Creature must make a WIL save in order to target them, using the DC in their other abilities.

Deaf Insight.

Immune to Thunder damage. "Hears" the ambient thoughts of Creatures within Reach 20.

Archdruid.

Can cast all Stormshifter (Druid) spells outside of combat.

Choose one.
  • Auditory Hallucination.

    (Reach 4, AoE). DC16 STR save or 3d6+20 Thunder. On Damage: Dazed (Deafened).

  • Spatial Warp.

    (Reach 10) DC16 WIL save or 3d6+20 Force and Teleported a number of spaces equal to the roll, damage only on save.

  • Temporal Warp.

    (Reach 10) DC16 WIL save or 3d6+20 Psychic, Dazed, and Slowed, damage only on save.

remixed from Mizaru
Lvl 18 humanoid (eastern aasimar) - Melee
88200
Farseeing Eye: Waking Dream.

A Creature must make a WIL save in order to target them, using the DC in their other abilities.

Mute Speech.

Does not need speech to cast magic and has Telepathy to Reach 20.

Teleporter.

Can split up Teleport movement between attacks.

Archdruid.

Can cast all Stormshifter (Druid) spells outside of combat.

Choose one.
  • Silencing Strike (4x)., Knockback 2.

    On Damage: Silenced.

  • Spatial Warp.

    (Reach 10) DC16 WIL save or 3d6+20 Force and Teleported a number of spaces equal to the roll, damage only on save.

  • Temporal Warp.

    (Reach 10) DC16 WIL save or 3d6+20 Psychic, Dazed, and Slowed, damage only on save.

remixed from Mizaru
Level 18 Solo Humanoid (Eastern Aasimar) Triplet Sisters
125/heroAll++
Farseeing Eye: Waking Dream.

A Creature must make a WIL save in order to target them, using the DC in their other abilities.

Be Not Evil.

Mizaru is immune to Blinded and doesn't need to "see" a Creature to target them, Kikazaru is immune to Thunder damage, and Iwazaru does not need speech to cast magic.

Archdruid.

Can cast all Stormshifter (Druid) spells outside of combat.

Choose one.
  • Mizaru: Seeking Stars (3x).

    (Range 10) 2d6 Radiant, Primary die is increased by one face. On Damage: Blinded.

  • Kikazaru: Auditory Hallucination.

    (Reach 4, AoE) DC16 STR save or 3d6+20 Thunder. On Damage: Dazed (Deafened).

  • Iwazaru: Silencing Strike (3x).

    Teleport 6, then 1d6+6, Knockback 2. On Damage: Silenced.

  • Any: Spatial Warp.

    (Reach 10) DC16 WIL save or 3d6+20 Force and Teleported a number of spaces equal to the dice total, damage only on save.

  • Any: Temporal Warp.

    (Reach 10) DC16 WIL save or 3d6+20 Psychic, Dazed, and Slowed, damage only on save.

BLOODIED:

The sister that was damaged when becoming Bloodied withdraws from the fight and they lose access to her unique Action.

  • If Mizaru is first to go down: She grants her sisters all dice are increased by one face.
  • If Kikazaru is first to go down: She grants her sisters Medium Armor made of sonic force.
  • If Iwazaru is first to go down: She grants her sisters Teleport 6 to all Actions.
LAST STAND:

The sister that was damaged when dropping to 0 HP withdraws from the fight and they lose access to her unique Action, leaving only one sister standing with 180 damage until she's defeated. Until then, she gains the following effect based on who went down most recently:

  • If Mizaru is next to go down: She grants her sister all dice are increased by one face.
  • If Kikazaru is next to go down: She grants her sister Medium Armor made of sonic force.
  • If Iwazaru is next to go down: She grants her sister Teleport 6 to all Actions.
Level 18 Solo Humanoid (Eastern Aasimar) Triplet Sisters
210All++
Farseeing Eye: Waking Dream.

A Creature must make a WIL save in order to target them, using the DC in their other abilities.

Be Not Evil.

Mizaru is immune to Blinded and doesn't need to "see" a Creature to target them, Kikazaru is immune to Thunder damage, and Iwazaru does not need speech to cast magic.

Archdruid.

Can cast all Stormshifter (Druid) spells outside of combat.

Choose one.
  • Mizaru: Seeking Stars (3x).

    (Range 10) 2d6 Radiant, Primary die is increased by one face. On Damage: Blinded.

  • Kikazaru: Auditory Hallucination.

    (Reach 4, AoE) DC16 STR save or 3d6+20 Thunder. On Damage: Dazed (Deafened).

  • Iwazaru: Silencing Strike (3x).

    Teleport 6, then 1d6+6, Knockback 2. On Damage: Silenced.

  • Any: Spatial Warp.

    (Reach 10) DC16 WIL save or 3d6+20 Force and Teleported a number of spaces equal to the dice total, damage only on save.

  • Any: Temporal Warp.

    (Reach 10) DC16 WIL save or 3d6+20 Psychic, Dazed, and Slowed, damage only on save.

BLOODIED:

At 105 HP, the sister that was damaged when becoming Bloodied withdraws from the fight and they lose access to her unique Action.

  • If Mizaru is first to go down: She grants her sisters all dice are increased by one face.
  • If Kikazaru is first to go down: She grants her sisters Medium Armor made of sonic force.
  • If Iwazaru is first to go down: She grants her sisters Teleport 6 to all Actions.
LAST STAND:

The sister that was damaged when dropping to 0 HP withdraws from the fight and they lose access to her unique Action, leaving only one sister standing with 180 damage until she's defeated. Until then, she gains the following effect based on who went down most recently:

  • If Mizaru is next to go down: She grants her sister all dice are increased by one face.
  • If Kikazaru is next to go down: She grants her sister Medium Armor made of sonic force.
  • If Iwazaru is next to go down: She grants her sister Teleport 6 to all Actions.
Level 20 Solo "Wood Elf" Archdruid of Fate
130/heroAll++
Future Sight.

She has Advantage on Attacks and Attacks have Disadvantage against her while she isn't Concentrating.

Shapeshifted Greatwyrm.

Shimala has Telepathy and can cast all Stormshifter (Druid) spells outside of combat.

Choose one.
  • Emerald Flame.

    Teleport 8, then (Range 8) DC20 DEX save or 4d8+20 Fire and Smoldering, half damage only on save.

  • Mindblank.

    (Reach 1) DC20 INT save or become Incapacitated until the end of their next Turn. If Smoldering, they also become Frightened.

  • Mislead.

    (Concentration) Shimala is covered in an illusion of herself. When attacked and the Primary die is a 2 or 3, she has swapped places with a Creature other than the attacker who becomes the new target of the attack. Once the fake target has been hit, the illusion is revealed and resets over herself.

BLOODIED:

Shimala can no longer maintain her Elf form and reverts to her Emerald Dragon form. She becomes Gargantuan and gains Fly 12 and Mindbreak Breath.

Mindbreak Breath (1 use). Teleport 8, then (Cone 8) DC20 INT save or 6d8+40 Psychic damage and Dazed, half damage only on save. A Creature Dazed by this also has their Concentration broken.

LAST STAND:

Shimala is nearly down! 200 more damage and she's defeated for now, unless killed by Tiamat's Temptation. Until then, she adds +8 Teleport when using any action, Emerald Flame expands to 4x4 Area, and she gains the following passive effect:

Mirage Arcane. Shimala uses illusions to change the shape of the map at the beginning of each round. Though illusions, they can be physically interacted with, including the effects of Difficult Terrain and Cover. However, there is no temperature change, so illusory lava does not cause damage and Creatures can't fall through imaginary holes.

Note:

When running Shimala, make sure to have multiple battlemaps of the same size. When running in-person, you can place the alternate 2d maps underneath the current one and carefully remove the top map while keeping the tokens in place (this is less effective when using a 3d map like Dwarven Forge). When running it on a VTT, add image layers (Tiles in FoundryVTT) and hide the top layer each time the map is changed. Even though the map is the same size, make sure that the dimensions of the file are different if using the same size file causes difficulty in selecting the different layers.