Mercy's Guide to Mythical Wild Shape

by MercyHeart

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Mercy's Guide to

Mythical Wild Shape

Design Note

Mythical Wild shape

Mythical Wild Shape is intended to be an alternative use of Wild Shape for the druid, with your own built-in bear-like design. You can choose Beastial Traits from an animal that you have seen or heard before to mix and match the ones that are most suitable for the situation you are in: combat, exploration, or utility.

Scaling

Wild Shape always has a problem switching from a powerful early-game feature to a utility-only late game feature. Mythical Beast's stat block has its scaling based on your druid level; the number of Beastial Traits and the power of Beastial Traits are also scaled by your druid level. Which makes your Mythical Beast form stays relevent in any tier of adventure.

Half-Beast Half-You

Unlike Wild Shape, Mythical Wild Shape doesn't limit you to the anatomy of one beast or even just a beast. You can have half a beast body, and the other half remains your original form (humanoid or not).

With this, you can still speak in your Mythical Beast form. And mechanically speaking, you could say that any feature you have with your racial trait or class feature can still be used in your new form (no longer depends on a vague description like "if your beast form has the ability to do it').

5e and OneD&D Compatable

Yes, this optional class feature for druid is my response to the recent OneD&D's Wild Shape (sorry, I meant Channel Nature). And yes, this optional feature can be used in 5e's druid and also replace OneD&D's Channel Nature.

I must stress that it can 'replace' OneD&D's Channel Nature because of how its number of uses scales up with druid level which 5e's druid doesn't have this scaling with Wild Shape.

Hit points and damage calculation is intended that one Mythical Wild Shape can only be used once per combat.

Revised Circle of the Moon

Circle of the Moon druid was infamously known for being powerful at tier 1 (level 1-5) and start to go down hill from there. There will be a revised version of Circle of the Moon that would fit in with Mythical Wild Shape and also revisit the original mechanic of Circle of the Moon druid.

It is intended that a powerful form like, mythical beast or CR 1 beast (at least at 1st tier of play), can only be used once per combat.

Mythical Wild Shape

As an action, you can spend 2 uses of your Wild Shape to mold and morph into a mythical beast. The mythical beast form is a combination of beastial features that you have seen or heard before. The outer appearance might be otherworldly or even feyish to common's eyes. You new form follows Wild Shape rules and limitation except the following traits:

  • You can still speak while you're in this form.
  • You can choose the size of your mythical beast form: Tiny, Small, Medium, or Large.
  • If a beastial trait has limited uses, you stay with its limitation and reset on your short or long rest.
Level

This feature is granted at 2nd druid level.

You can magically give your form a beastial feature. However, this doesn't stop you from leaving some part of it as your humanoid form, for example, an upper humanoid body with lower horse's legs. You have beastial points equal to your druid level + your proficiency bonus. When you transform you choose a number of beastial features equal to 1 + your proficiency bonus. If the beastial trait has a DC, it uses your druid spell save DC.

Unless stated otherwise, a beastial trait costs 1 beastial point. You can only have one Biome and one Ancestry trait each per one of your Mythical Beasts.

Beastial Traits

  • Beast of Burden. You count as one size larger when determining your carrying weight and the weight you can push, drag, or lift.
  • Blindsight. You gain 10 feet of blindsight.
  • Charge (2 points). Once per round, if you move at least 20 feet straight toward the target immediately before the hit with your natural melee weapon, you deal additional damage to the target equals to 1d6 per 10 feet of your movement (to the maximum number of d6s equals to your proficiency bonus). The damage type is the same type as your melee attack.
  • Climb (2 points). You gain a climbing speed equal to your walking speed.
  • Crush. When you hit a creature with your natural weapon, it has to make a Strength or Dexterity saving throw or be knocked prone or pushed 10 feet away (your choice).
  • Fearless. You have an advantage against being frightened.
  • Keen Sight. You has advantage on Wisdom (Perception) checks that rely on sight.
  • Keen Smell & Hearing. You has advantage on Wisdom (Perception) checks that rely on smell or hearing.
  • Poisonous (2 points). Whenever a creature hits you with its melee attack, it takes poison damage equal to your proficiency bonus.

Mythical Beast

Tiny, Small, Medium, or Large Beast, Your Alignment


  • Armor Class 10 + your Wisdom modifier
  • Hit Points 5 + 5 times your druid level (the mythical beast has a number of Hit Dice [d8s] equal to your druid level)
  • Speed 30 ft.

STR, DEX equal to your Wisdom score

CON, INT, WIS, CHA use your scores


  • Saving Throws your saving throw proficiencies
  • Skills your skill proficiencies
  • Senses Darkvision 60 ft., your passive Perception
  • Languages the languages you know
  • Proficiency Bonus equal to your Proficiency Bonus
  • Challenge your druid level

Beastial Vigor. If you have any remaining beastial point, each point grants you 1 additional hit point in your Mythical Beast form equal to your druid level.

Actions

Extra Attack (Requires 5th Level). When you take an attack action, you can attack twice.

Bestial Strike. Melee Attack: your Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 1d8 + your Wisdom modifier bludgeoning, piercing, or slashing damage.

Primal Breath (Recharge 5–6). You exhale a blast of primordial energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking d6s force damage on a failed save, or half as much damage on a successful one. The number of d6s is equal to your proficiency bonus.

  • Secondary Limbs. You have two secondary limbs. The secondary limbs can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.
  • Swift (1-6 points). For every beastial point you spent on this trait, your speed increases by 5 feet.
  • Sure-Footed. You have an advantage against being knocked prone.
  • Venomous (2 points). Your natural weapon deals additional 1d6 poison damage and the target of your attack must make a Constitution saving throw or be poisoned until the end of their next turn. You can also change your Primal Breath damage type to poison.
  • Web Spinner (2 points). While in contact with a web, you know the exact location of any other creature in contact with the same web. You ignore movement restrictions caused by webbing. In addition, you can spend 1 hour to create a 15 feet radius of web which lasts until destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). The web area is difficult terrain.

Beastial Traits:

4th level requirement.

  • Aerial Strike. You gain a ranged attack option. Ranged Attack: your Spell Attack Modifier to hit, range 60/120 ft., one target. Hit: 1d6 + your Wisdom modifier bludgeoning, piercing, or slashing damage.
  • Aquatic. You gain a swimming speed equal to your walking speed and the ability to breath under water.
  • Burrowing (2 points). You gain a burrowing speed equal to your walking speed.
  • Escape (2 points). You can take the Dash action as a bonus action.
  • Evade (2 points). You can use the Disengage action as a bonus action.
  • Grappler (2 points). When your natural melee weapon attack hits, the target is grappled. The target can use its action to escape against your DC. You can have a number of creature grappled in this way equal to half of your proficiency bonus.
  • Natural Armor (2 points). You add your proficiency bonus to your armor class.
  • Pack Tactics (2 points). You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
  • Primal Breath: Web (2 points). Your Primal Breath gains a new option. Each creature in that area must make a Dexterity saving throw. On a failed save, the creature is restrained. A restrained creature can use its action to escape.
  • Primal Breath: Blind (2 points). Your Primal Breath gains a new option. Each creature in that area must make a Constitution saving throw or be blinded until the end of its next turn. If the creature is underwater, it makes a saving throw with disadvantage.
  • Reach (1-3). For every beastial point you spent on this trait, the range of your melee natural weapon increases by 5 feet.
  • Relentless. If you take damage that would reduce you to 0 hit points, you are reduced to 1 hit point instead. You can use this feature once per short or long rest.
  • Quickened Attack (2 points). As a bonus action, you can make one attack with your natural weapon.

Beastial Traits:

8th level requirement.

  • Ancestry: Fey (3 points). Your creature type changes to Fey. Your creature type changes to Fey. You have the advantage to resist or end charmed conditions. As a bonus action: Fey Step. you can teleport to a location you can see within 30 feet.
  • Ancestry: Ooze (3 points). Your creature type changes to Ooze. You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You have advantage on ability checks you make to initiate or escape a grapple. As a bonus action: Pseudopod. you can extrude a pseudopod that is 10 feet long or reabsorb it into your body. As part of the same bonus action, you can use this pseudopod to manipulate an object, open or close a door or container, or pick up or set down a Tiny object, or make one melee attack using your Bestial Strike but its damage die becomes a d4.
  • Ancestry: Plant (3 points). Your creature type changes to Plant. You gain temporary hit points equal to your Wisdom modifier at the start of your turn. You don't need to sleep and you have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. You make Constitution saving throws with advantage. While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.
  • Ancestry: Undead (3 points). Your creature type changes to Undead. You don’t need to eat, drink, or breathe. You don't age, and effects that would cause you to age don't work on you. You gain resistance to necrotic damage and you can choose necrotic damage as your natural weapon and Primal Breath’s damage type. Once per turn, when you hit a creature with your natural weapon, you can force them to make a Wisdom saving throw or be frightened by you until the end of their next turn.
  • Biome: Arctic (3 points). Your form are now associated with arctic biome. You are naturally adapted to the extreme cold, and can withstand low temperature while suffering no detrimental effect. You gain resistance to cold damage and you can choose cold damage as your natural weapon and Primal Breath’s damage type. Your natural weapon and Primal Breath’s damage dies increases by 1.
  • Biome: Coast (3 points). Your form are now associated with underwater biome. You are naturally adapted to the deep water, and can withstand extreme pressure while suffering no detrimental effect. You can breath underwater and your swimming speed is increased by 30 feet. You gain resistance to bludgeoning damage and 120 feet of darkvision. Your natural weapon and Primal Breath’s damage dies increases by 1.
  • Biome: Desert (3 points). Your form are now associated with desert biome. You are naturally adapted to the extreme heat, and can withstand high temperature while suffering no detrimental effect. You gain resistance to fire damage and you can choose fire damage as your natural weapon and Primal Breath’s damage type. Your natural weapon and Primal Breath’s damage dies increases by 1.
  • Biome: Forest (3 points). Your form are now associated with forest biome. You are native to the jungle and cannot be lost while you're in this biome. Your climbing speed is increased by 30 feet. You gain resistance to poison damage and you can choose poison damage as your natural weapon and Primal Breath’s damage type. Your natural weapon and Primal Breath’s damage dies increases by 1.
  • Biome: Mountain (3 points). Your form are now associated with mountain biome. You are native to the highland, you ignore magical and nonmagical difficult terrain made of earth or other sources of dirt. You gain resistance to lighting damage and you can choose lighting damage as your natural weapon and Primal Breath’s damage type. Your natural weapon and Primal Breath’s damage dies increases by 1.
  • Biome: Plain (3 points). Your form are now associated with plain biome. You are native to the grassland, you ignore magical and nonmagical difficult terrain made of plants or other sources of nature. You can take hide action as a bonus action. While you have no cover, you're considered to have half cover. If you have half cover, it is considered three-quarter cover for you. Your natural weapon and Primal Breath’s damage dies increases by 1.
  • Biome: Swamp (3 points). Your form are now associated with swamp biome. You are native to the swamp, you can see through even the thickest mud and fog. You gain 30 feet of blindsight. You gain resistance to acid damage and you can choose acid damage as your natural weapon and Primal Breath’s damage type. Your natural weapon and Primal Breath’s damage dies increases by 1.
  • Biome: Underdark (3 points). Your form are now associated with underdark biome. You are native to the darkest land where no light could reach, you gain 300 feet of darkvision. You gain resistance to thunder damage and you can choose thunder damage as your natural weapon and Primal Breath’s damage type. Your natural weapon and Primal Breath’s damage dies increases by 1.
  • Blood Frenzy (2 points). Once per turn, you have advantage on melee attack rolls against any creature that doesn't have all its hit points.
  • Brutality (2 points). The number of your natural weapon and Primal Breath's damage die increases by 1. Your attack with natural weapons scores a critical hit on 19-20.
  • Camouflage (2 points). As an action, you can change your outer appearance to the color and texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings.
  • Flight (2 points). You gain a flying speed equal to your walking speed.
  • Flyby (3 points). You don't provoke opportunity attacks when you fly out of an enemy's reach.
  • Magic Weapons (2-6 points). Your attacks in Mythical Beast form count as magical. For every 2 beastial point you spent on this trait, you gain a +1 bonus to your attack and damage rolls for your natural weapon.
  • Poisonous Aura (3 points). You emit a poisonous air around yourself in 10 feet radius. Any creature who starts its turn within your poisonous aura must make a Constitution saving throw or takes poison damage equal 1d4 + your proficiency bonus.
  • Standing Leap (2 points). Your long jump is up to 40 feet and your high jump is up to 20 feet, with or without a running start.
  • Siege Monster. You can choose up to Huge size for your mythical beast. If you lack the room to become Huge, your size doesn't change. You can only have this trait if your Mythical Beast size is Large or larger. Your natural weapon and Primal Breath’s damage dies increases by 1.

Beastial Traits:

12th level requirement.

  • Accelerate (3 points). When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
  • Ancestry: Celestial (5 points). Your creature type changes to Celestial. You are immune to radiant and necrotic damage. You are immune to the charmed condition. You have a +2 bonus to AC. You can choose radiant or necrotic damage as your natural weapon and Primal Breath’s damage type. Your natural weapon and Primal Breath’s damage dies increases by 1.
  • Ancestry: Dragon (5 points). Your creature type changes to Dragon. Your natural weapon and Primal Breath’s damage dies increases by 1. Your hit points increase by 2 per your druid level. Choose one of the dragon kinds to represent your nature:

Chromatic. As a bonus action: Reactive Resistance. When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage.

Gem. You gain resistance to psychic damage. Your Primal Breath gains additional option: Hypnotic Wave. Every creature within the area must make a Wisdom saving throw or be charmed for 1 minute. While charmed this way, the creature is incapacitated and has a speed of 0. The effect ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Metallic. As a bonus action: Draconic Healing. You can expend a druid spell slot to heal a creature of your choice within 30 feet. The target heals d6s per spell slot level.

  • Ancestry: Elemental (5 points). Your creature type changes to Elemental. You don’t need to eat, drink, or breathe. You don't age, and effects that would cause you to age don't work on you. You gain immunity to poison damage and poisoned condition. Choose one of the elemental plane to represent your affinity:

Fire. You are immune to fire damage and you can choose fire damage as your natural weapon and Primal Breath’s damage type. A creature that starts its turn within 10 feet of you must make a Dexterity saving throw or take fire damage equal to your Wisdom modifier.

Earth. You gain a +2 bonus to your armor class. Your burrowing speed increases by 30 feet and you don't disturb nonmagical material you move through. You gain resistance to bludgeoning, piercing, and slashing from nonmagical attacks.

Water. Your swimming speed increases by 30 feet. You gain resistance to acid and fire damage. You can enter a hostile creature's space and stop there. You can move through a space as narrow as 1 inch wide without squeezing. As a bonus action: Whirlpool. you can force a creature within 10 feet of you to make a Strength saving throw or be knocked prone or pushed or pulled 10 feet.

Air. Your flying speed increases by 30 feet. You gain resistance to lightning and thunder damage. You can enter a hostile creature's space and stop there. You can move

through a space as narrow as 1 inch wide without squeezing. Your Primal Breath gains additional option: Lighting Storm. Every creature within the area must make a Constitution saving throw or be stunned until the end of their next turn.

  • Ancestry: Fiend (5 points). Your creature type changes to Fiend. You are immune to fire and poison damage. You are immune to the poisoned condition. You have a +2 bonus to AC. You can choose fire or poison damage as your natural weapon and Primal Breath’s damage type. Your natural weapon and Primal Breath’s damage dies increases by 1.
  • Deadly Venomous (3 points). Your natural weapon deals additional 2d6 poison damage and the target of your attack must make a Constitution saving throw or be paralyzed until the end of its next turn. You can also change your Primal Breath damage type to poison.
  • Echolocation (3 points). You gain 60 feet of blindsight. You can't use your blindsight while deafened.
  • Magical Armor (3 points). You gain resistance to nomagical bludgeoning, piercing, or slashing damage.
  • Magic Resistance (5 points). You have advantage on saving throws against spells and other magical effects.
  • Mythical Resistance (5 points). When you’re making a saving throw. You can instead make the save with your Wisdom saving throw. You can use this feature a number of times equal to half of your proficiency bonus per long rest.
  • Swallow (3 points). When you attack a creature that is one size smaller than you with your melee natural weapon. If the attack hits, the target is also swallowed. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside, and it takes acid damage equal to a number of d8s equal to your proficiency bonus at the start of each of its turns. You can have only one creature swallowed at a time. Everytime you take damage, you must make a Constitution saving throw like concentrating on a spell or you vomit the swallowed creature out. The target can also use its action to make a Strength (Athletics) check against your DC to try to escape.

Beastial Traits:

16th level requirement.

  • Ancient Beast's Agility (6 points). While you're in this form, your Dexterity score changes to 25. You can choose to use your Dexterity modifier for attack and damage rolls for your natural weapon and to calculate your armor class. Your speed increases by 30 feet. You have advantage on Dexterity checks and saving throws.
  • Ancient Beast's Cunning (5 points). While you're in this form, your Intelligence score changes to 25. You gain 30 feet of truesight. You have advantage on Intelligence checks and saving throws. As a reaction: Cunning Tactic. When you or another creature you can see within 30 feet makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.
  • Ancient Beast's Endurance (6 points). While you're in this form, your Constitution score changes to 25. You gain additional hit points equal to 5 times your druid level. You have advantage on Constitution checks and saving throws. Your natural weapon and Primal Breath’s damage dies increases by 1.
  • Ancient Beast's Presence (5 points). While you're in this form, your Charisma score changes to 25. You can add your Charisma modifier to your armor class, this bonus doesn't apply to an attack from a creature who is immune to the charmed condition. You have advantage on Charisma checks and saving throws. As an action: Commanding Presence. Each creature of your choice within 120 feet must succeed on a Wisdom saving throw or become charmed or frightened by you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Ancient Beast's Strength (6 points). While you're in this form, your Strength score changes to 25. You can choose to use your Strength modifier for attack and damage rolls for your natural weapon and any mythical beast DC that requires a Strength or Dexterity saving throw or to escape from your grapple. Once per round, when you hit an enemy with your natural weapon, you use the highest number possible for each damage die instead. You have advantage on Strength checks and saving throws. Your natural weapon damage dies increases by 1.
  • Ancient Beast's Wisdom (5 points). While you're in this form, you're immune to charmed and frightened conditions. You have advantage on Wisdom checks and saving throws. You can speak telepathically in 1 mile radius, a contracted creature doesn't need to share a language with you to understand your thoughts, but it must be able to understand at least one language.
  • Breath Weapon of the Ancient Beast (4 points). The number of Primal Breath's damage dies increases by 2 and you regain its use on 4-6. Primal Breath's range becomes a 30 feet cone.
  • Gigantification (5 points). You can choose up to Gargantuan size for your mythical beast. If you lack the room to become Gargantuan, your size doesn't change. Your natural weapon damage dies increases by 2. When you make an attack with your natural weapon, you can choose to attack with fury. You take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. Your natural melee weapon has a +5 feet increase to its range.
  • Regeneration (4 points). You regain 10 hit points at the start of your turn if you have at least 1 hit point.

Beastial Traits:

20th level requirement.

  • Mythical Actions (3 points). While in this form, you gain 1 additional reaction which can only be used in the following ways:

Mythical Sentinel. You make a Wisdom (Perception) check as a reaction in your turn. When you use this feature, you gain a 60 feet of blindsight until the end of your next turn.

Mythical Fury. You make one attack as a reaction in your turn.

Mythical Arcane. In your turn, you can forgo this reaction to cast a spell of 5th level or lower normally.

Mythical Rejuvenation. You can use a reaction in your turn to expend a spell slot. When you do, choose up to 5 creatures that you can see except yourself, the creatures regain hit point equals to 1d4 per spell slot level + your Wisdom modifier.

Clearification

Is Mythical Wild Shape a Wild Shape?

No

Mythical Wild Shape is an alternative use of druid's Wild Shape feature, not Wild Shape itself. Hence, any mechanical benefit from druid's class or subclasses would not affect Mythical Wild Shape.

Can you cast a spell while you are in Mythical Beast form?

No... And Yes

Mythical Wild Shape follows the rules of Wild Shape. Hence you cannot cast a spell while you change your form. In addition, an 18th level druid's feature, Beast Spells, also does not grant you the ability to cast spell in your Mythical form. You can still talk in this form. Just not the spellcasting part.

However, at 20th level, a druid will have access to beastial trait: Mythical Actions. Which will allow a druid in their Mythical Beast form to cast a spell of 5th level or lower.

Mythical Wild Shape is a physical and primal power of druids. It was not meant to have access to a trickery, like spells. Not without some limitation anyway.

How will Archdruid feature affect you and your Mythical Wild Shape?

Yes And Amazingly So...

Mythical Beast follows the same rule as Wild Shape, which means if you have any remaining use of Wild Shape while you are in a beast form. You can Wild Shape again and reset the duration.

You spend an action and 2 uses of your Wild Shape to transform into your Mythical Beast. When you reach 20th level and gain Archdruid feature, you have unlimited uses of Wild Shape. Hence you can stay in your Mythical Beast form forever.

Can you use magic items in your mythical beast form?

Yes

Your mythical beast anatomy doesn't have to follow IRL animals, you could create a form that has the anatomy to use an item if you so choose.

Would this feature make Circle of the Moon druid even more powerful?

Not Really, Maybe Even the Opposite

Moon Druid is powerful because of their access to more powerful beast early. However, that is Wild Shape feature and as I mentioned earlier, Mythical Wild Shape is not a Wild Shape itself.

Any features the Moon druid has that enhanced Wild Shape, would mechanically not affect Mythical Wild Shape at all.

How would you regain a use of your feature in Mythical Beast form?

Varies

A beastial trait like Mythical Resistance, regains after a long rest. Which means even if you take a short rest and use your Mythical Wild Shape again, you won't have all of your Mythical Resistance back. Only after the druid themselves, takes a long rest, they will regain all of their uses.

The only thing that would refresh upon using Mythical Wild Shape again is stated in their original stat block. A feature, like Relentless or Mythical Resistance, is an additional feature which you design to give the Mythical Beast later on.

This design intend to control the power of a 20th level druid who has unlimited uses of Wild Shape. Don't get me wrong, it is still powerful nonetheless.

Would this make a druid too powerful?

Debatable Without Playtest

Moon druid was infamously known as a powerful subclass up until these days, but even they fall short at higher level due to how beast's stat block lack the variety and flexibility.

Mythical Wild Shape was intended to make druid as a class to have a reliable feature both in combat, exploration, and untility. Wild Shape is a feature, that unless you are a Moon druid, it is hard to bring into combat.

But would it put druid above the sky level? I think not. Your Mythical Beast form has an average health pool that could be burned through easily with normal encounter. And because it consumes 2 uses of your Wild Shape, there won't be a shenanigan where you can wild shape again and refresh every damage you had taken (at least in one encounter). The same problem a Moon druid brings to some table now and then.

Druid's Circle of the Moon (Revise)

Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.

Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid’s blood.

Combat Wild Shape

2nd-level Circle of the Moon feature

You can spend 2 uses of your Wild Shape to use Wild Shape or Mythical Wild Shape on your turn as a bonus action, rather than as an action. You can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You must abide by the other limitations there.

At 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

Circle Forms

2nd-level Circle of the Moon feature

The rites of your circle grant your form more dangerous feature. When you use Wild Shape or Mythical Wild Shape, your new form gains the following traits:

  • You can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
  • As a reaction when you were hit by an attack, you can deflect the damage you hit. When you do so, the damage you take from the attack is reduced by d6s. The number of d6s is equal to your proficiency bonus.

Elemental Strike

6th-level Circle of the Moon feature

Your attacks in beast and mythical beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

While you are in your beast or mythical beast form. You can use a bonus action to expend one spell slot to deal additional 1d6 damage per level of the spell slot expended to the next melee attack you hit, to a maximum of 5d6. The damage type is acid, cold, fire, lightning, or thunder damage.

Elemental Wild Shape

10th-level Circle of the Moon feature

You can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

If you use Mythical Wild Shape, your mythical beast has been enhanced with primordial power from elemental planes. Your mythical beast form gains the following traits:

  • You gain immunity to poison damage.
  • You gain immunity to exhaustion, paralyzed, petrified, poisoned, unconscious conditions.

Thousand Forms

14th-level Circle of the Moon feature

You have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will. However It doesn't require components and concentration. You can cast it even in your Wild Shape or Mythical Wild Shape.

Mercy's Guide Into Mythical Beasts

Fair Warning

Brewing an entire stat block takes and proficiency. A new player should always discuss with your DM and prepare a stat block before the session. Creating a new Mythical Beast in session might take some time and would not be well-like from other players to wait for nothing.

Remember to be kind and considerate, D&D is a collaborative storytelling roleplaying game. Time is precious. And so is your player and DM in the same table.


Eilidh Wildheart

Medium Humanoid (Druid), Neutral Good


  • Armor Class 14 (Studded Leather)
  • Hit Points 31 (4d8+8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 15 (+2) 13 (+1) 18 (+4) 11 (+0)

  • Saving Throws Intelligence +3, Wisdom +6
  • Skills Animal Handling +6, Medicine +6, Nature +3, Survival +6
  • Senses passive Perception 14
  • Languages Common, Druidic, Gnomish
  • Proficiency Bonus 2

Creating a druid, using standard arrays for ability scores and basic human for simplicity. I will show few examples for each level of adventure.

  • Tier 1 (Levels 1-4): Local Heroes. (4th level)
  • Tier 2 (Levels 5-10): Heroes of the Realm. (8th level)
  • Tier 3 (Levels 11-16): Masters of the Realm. (12th level)
  • Tier 3.5 (Levels 11-16): Masters of the Realm. (16th level)
  • Tier 4 (Levels 17-20): Masters of the World. (20th level)

Meet Eilidh Wildheart

Eilidh grew up in a small village in the forest, where her parents were skilled herbalists and healers. From a young age, Eilidh showed an affinity for nature, spending her days exploring the woods and communing with the animals that called it home. Her parents recognized her innate connection to the natural world and began to teach her the ways of druidic magic.

Eilidh has long, curly red hair that she usually wears in a braid. Her green eyes are bright and lively, and her skin is tanned from spending so much time outdoors. She wears simple, practical clothing made from natural fibers, and she always has a small pouch of herbs and roots hanging from her belt.

Eilidh is a kind and empathetic person, always willing to help those in need. She has a deep love and respect for nature, and will do anything to protect it from harm. She is also fiercely independent and will not hesitate to stand up for what she believes in.

ASI (4th level)

I spent +2 ASI on her Wisdom score.

Tier 1: 4th level

Adventure Begins!

Eilidh's village was located near the entrance to a dungeon, which had long been rumored to hold great treasures and ancient artifacts. Despite the danger, many adventurers had attempted to explore the dungeon over the years, but few had returned. When a group of adventurers arrived in the village, Eilidh felt compelled to join them on their quest.

The adventurers have made their way deep into the dungeon, facing numerous traps and monsters along the way. They have discovered a chamber that appears to be guarded by some kind of magical barrier. However, doing so could attract the attention of the dungeon's guardian, undead hoard that has been awakened by the adventurers' presence. Can Eilidh survive and save her companions, or will they all fall to the dungeon's deadly guardians?

Eilidh's First Mythical Wild Shape

In order to fight against hoard of undead with her fellow adventurers, Eilidh choose to morph into a form that is good at fighting with companion and capable of stand against fear.

She calls this form, Artio. A fierce but gentle mama wolf that she use as her sword and shield to protect her friends. But as a warrior wielding weapons, Eilidh wield a mythical beast.

Currently, Eilidh has 6 points
She can has up to 3 traits:

These are the Beastial Traits she chose to face against hoard of undead.

  • Fearless. You have an advantage against being frightened.
  • Pack Tactics (2 points). You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
  • Quickened Attack (2 points). As a bonus action, you can make one attack with your natural weapon.

PS. Remember, you have beastial points equal to your druid level + your proficiency bonus. And your maximum number of traits equal to 1+ your proficiency bonus.


Artio

Medium Beast, Neutral Good


  • Armor Class 14
  • Hit Points 29 (4d8+8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 15 (+2) 13 (+1) 18 (+4) 11 (+0)

  • Saving Throws Intelligence +3, Wisdom +6
  • Skills Animal Handling +6, Medicine +6, Nature +3, Survival +6
  • Senses Darkvision 60 ft., passive Perception 14
  • Languages Common, Druidic, Gnomish
  • Proficiency Bonus 2
  • Challenge 4

Beastial Vigor. You gain 4 additional hit points.

Fearless. You have an advantage against being frightened.

Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bestial Strike. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8+4 bludgeoning, piercing, or slashing damage.

Primal Breath (Recharge 5–6). You exhale a blast of primordial energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC 14), taking 2d6 force damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Quickened Attack. You can make one attack with your natural weapon.


Mermaidia

Medium Beast, Neutral Good


  • Armor Class 14
  • Hit Points 33 (4d8+8)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 15 (+2) 13 (+1) 18 (+4) 11 (+0)

  • Saving Throws Intelligence +3, Wisdom +6
  • Skills Animal Handling +6, Medicine +6, Nature +3, Survival +6
  • Senses Blindsight 10 ft.,Darkvision 60 ft., passive Perception 14
  • Languages Common, Druidic, Gnomish
  • Proficiency Bonus 2
  • Challenge 4

Aquatic. You gain a swimming speed equal to your walking speed and the ability to breath under water.

Beastial Vigor. You gain 8 additional hit points.

Actions

Bestial Strike. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8+4 bludgeoning, piercing, or slashing damage.

Primal Breath (Recharge 5–6). You exhale a blast of primordial energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC 14), taking 2d6 force damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Quickened Attack. You can make one attack with your natural weapon.

Ambushed Near The Swamp

As Eilidh and her companions take a break near the swamp, they suddenly hear rustling in the nearby brush. Before they can react, they are ambushed by a group of lizardfolk, who emerge from the murky waters wielding spears and shields.

The lizardfolk appear to be highly organized, and they have clearly been watching the adventurers for some time. Eilidh recognizes that the lizardfolk are highly territorial and may see the adventurers as a threat to their home.

Eilidh tries to communicate with the creatures using her druidic magic, but they seem unwilling to listen.

Aquatic Form

She needs her new mythical form to be able to fight both on land and underwater. This is lizardfolk's lair, so she has to be able to sense them if they are hiding underwater.

She named this form, Mermaidia. Referring to the legend of mermaid she heard from her parents.

Currently, Eilidh has 6 points
She can has up to 3 traits:

These are the Beastial Traits she chose to face against the lizardfolks.

  • Aquatic. You gain a swimming speed equal to your walking speed and the ability to breath under water.
  • Blindsight. You gain 10 feet of blindsight.
  • Quickened Attack (2 points). As a bonus action, you can make one attack with your natural weapon.

In The Middle of The Night

As Eilidh and her friends settle down for the night in the woods, they suddenly hear rustling in the nearby trees. Before they can react, a group of bandits emerges from the shadows, their weapons drawn and ready for a fight.

The bandits demand that the adventurers hand over their valuables, threatening them with violence if they refuse. Eilidh knows that the bandits are dangerous and that they will not hesitate to attack if they feel threatened.

With her companions at her side, Eilidh prepares to defend themselves.

Spider's Nest

Fortunately for our heroine, Eilidh had warded protection against nightly intruders. A mythical beast that can set up an entangled web around her camp area. Which, immediately right after the bandits attacked, she transformed right into this form.

She named this form, Arachne. the first spider.

Currently, Eilidh has 6 points
She can has up to 3 traits:

These are the Beastial Traits she chose to face against the bandit.

  • Climb (2 points). You gain a climbing speed equal to your walking speed.
  • Venomous (2 points). Your natural weapon deals additional 1d6 poison damage and the target of your attack must make a Constitution saving throw or be poisoned until the end of their next turn. You can also change your Primal Breath damage type to poison.
  • Web Spinner (2 points). While in contact with a web, you know the exact location of any other creature in contact with the same web. You ignore movement restrictions caused by webbing. In addition, you can spend 1 hour to create a 15 feet radius of web which lasts until destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). The web area is difficult terrain.

Arachne

Medium Beast, Neutral Good


  • Armor Class 14
  • Hit Points 25 (4d8+8)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 15 (+2) 13 (+1) 18 (+4) 11 (+0)

  • Saving Throws Intelligence +3, Wisdom +6
  • Skills Animal Handling +6, Medicine +6, Nature +3, Survival +6
  • Senses Darkvision 60 ft., passive Perception 14
  • Languages Common, Druidic, Gnomish
  • Proficiency Bonus 2
  • Challenge 4

Web Spinner. While in contact with a web, you know the exact location of any other creature in contact with the same web. You ignore movement restrictions caused by webbing. In addition, you can spend 1 hour to create a 15 feet radius of web which lasts until destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). The web area is difficult terrain.

Actions

Bestial Strike. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8+4 bludgeoning, piercing, poison, or slashing damage and 1d6 poison damage. The target of your attack must make a Constitution saving throw (DC 14) or be poisoned until the end of their next turn.

Primal Breath (Recharge 5–6). You exhale a blast of primordial energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC 14), taking 2d6 force or poison damage on a failed save, or half as much damage on a successful one.

Tier 2: 8th level

Cult of the Dragon Queen

As The Wildwood Wanderers (Eilidh's party name) continue their journey, they learn of a dangerous cult of the dragon queen that has been wreaking havoc in nearby towns and villages. The cult is said to be led by a powerful dragonborn sorcerer who is seeking to bring about the rise of a new dragon empire.

Eilidh and her companions know that they must stop the cult before it is too late. They set out on a perilous quest, following the trail of the cult and gathering information about their plans and movements. Along the way, they encounter numerous challenges and obstacles, from treacherous terrain to fierce battles against the cult's minions.

As they get closer to the cult's stronghold, the dangers become even greater. They face traps, puzzles, and other obstacles designed to test their skills and strength. But they persist, knowing that the fate of the land is at stake.

Finally, they reach the cult's lair and engage in a brutal battle against the sorcerer and his minions.


Eilidh Wildheart

Medium Humanoid (Druid), Neutral Good


  • Armor Class 14 (Studded Leather)
  • Hit Points 59 (8d8+16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 15 (+2) 13 (+1) 20 (+5) 11 (+0)

  • Saving Throws Intelligence +4, Wisdom +8
  • Skills Animal Handling +8, Medicine +8, Nature +4, Survival +8
  • Senses passive Perception 15
  • Languages Common, Druidic, Gnomish
  • Proficiency Bonus 3

ASI (8th level)

I spent +2 ASI on her Wisdom score again to push it up to 20.

A +5 Wisdom modifier is really useful when you're building your character to be the master of Mythical Wild Shape.

Fire Rains From Above

The cultists use fire magic and attacks, so Eilidh adapt to a mythical beast from desert that can withstand head. Also to support her team, she grant cover to everyone with her range attack from the sky. She named it Firefly.

Currently, Eilidh has 11 points
She can has up to 4 traits:

These are the Beastial Traits she chose to face against cult of the Dragon Queen.

  • Aerial Strike. You gain a ranged attack option. Ranged Attack: your Spell Attack Modifier to hit, range 60/120 ft., one target. Hit: 1d6 + your Wisdom modifier bludgeoning, piercing, or slashing damage.
  • Biome: Desert (3 points). Your form are now associated with desert biome. You are naturally adapted to the extreme heat, and can withstand high temperature while suffering no detrimental effect. You gain resistance to fire damage and you can choose fire damage as your natural weapon and Primal Breath’s damage type. Your natural weapon and Primal Breath’s damage dies increases by 1.
  • Flight (2 points). You gain a flying speed equal to your walking speed.
  • Quickened Attack (2 points). As a bonus action, you can make one attack with your natural weapon.


Firefly

Medium Beast, Neutral Good


  • Armor Class 15
  • Hit Points 69 (8d8+16)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 15 (+2) 13 (+1) 20 (+5) 11 (+0)

  • Saving Throws Intelligence +4, Wisdom +8
  • Skills Animal Handling +8, Medicine +8, Nature +4, Survival +8
  • Damage Resistance fire
  • Senses Darkvision 60 ft., passive Perception 15
  • Languages Common, Druidic, Gnomish
  • Proficiency Bonus 3
  • Challenge 8

Beastial Vigor. You gain 24 additional hit points.

Biome: Desert (3 points). Your form are now associated with desert biome. You are naturally adapted to the extreme heat, and can withstand high temperature while suffering no detrimental effect. You gain resistance to fire damage and you can choose fire damage as your natural weapon and Primal Breath’s damage type. Your natural weapon and Primal Breath’s damage dies increases by 1.

Actions

Extra Attack. When you take an attack action, you can attack twice.

Aerial Strike. Ranged Attack: +8 to hit, range 60/120 ft., one target. Hit: 2d6+5 bludgeoning, fire, piercing, or slashing damage.

Bestial Strike. Melee Attack: +8 to hit, reach 5 ft., one target. Hit: 2d8+5 bludgeoning, fire, piercing, or slashing damage.

Primal Breath (Recharge 5–6). You exhale a blast of primordial energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC 16), taking 4d6 force or fire damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Quickened Attack. You can make one attack with your natural weapon.


Sheldon

Large Beast, Neutral Good


  • Armor Class 18 (Natural Armor)
  • Hit Points 77 (8d8+16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 15 (+2) 13 (+1) 20 (+5) 11 (+0)

  • Saving Throws Intelligence +4, Wisdom +8
  • Skills Animal Handling +8, Medicine +8, Nature +4, Survival +8
  • Damage Resistance acid
  • Senses Blindsight 30ft., Darkvision 60 ft., passive Perception 15
  • Languages Common, Druidic, Gnomish
  • Proficiency Bonus 3
  • Challenge 8

Beastial Vigor. You gain 32 additional hit points.

Biome: Swamp. Your form are now associated with swamp biome. You are native to the swamp, you can see through even the thickest mud and fog. You gain 30 feet of blindsight. You gain resistance to acid damage and you can choose acid damage as your natural weapon and Primal Breath’s damage type. Your natural weapon and Primal Breath’s damage dies increases by 1.

Actions

Extra Attack. When you take an attack action, you can attack twice.

Bestial Strike. Melee Attack: +8 to hit, reach 5 ft., one target. Hit: 2d8+5 acid, bludgeoning, piercing, or slashing damage.

Primal Breath (Recharge 5–6). You exhale a blast of primordial energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC 16), taking 4d6 acid or force damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Quickened Attack. You can make one attack with your natural weapon.

Here Comes Drcohydra!

As The Wildwood Wanderers continue their journey, they come across a strange and unsettling sight in the heart of the forest. A towering creature with multiple heads rises up before them, its scales gleaming in the sunlight.

Hidden in the swamp, the creature is a Dracohydra, the result of arcane experimentation dedicated to recreating the power of the Dragon Queen. Its heads snap and snarl, its eyes gleaming with a fierce intelligence.

Tough Fight

Eilidh knew it's going to be a tough battle, Dracohydra has the attack and breath weapon of all chromatic dragons. Which means she needed a mythical beast that can withstand many elemental damage types. And it would be great it she has a huge body and endurance to take some heavy hit for her friends. It's time for Sheldon.

Currently, Eilidh has 11 points
She can has up to 4 traits:

These are the Beastial Traits she chose to face against Dracohydra.

  • Biome: Swamp (3 points). Your form are now associated with swamp biome. You are native to the swamp, you can see through even the thickest mud and fog. You gain 30 feet of blindsight. You gain resistance to acid damage and you can choose acid damage as your natural weapon and Primal Breath’s damage type. Your natural weapon and Primal Breath’s damage dies increases by 1.
  • Natural Armor (2 points). You add your proficiency bonus to your armor class.
  • Quickened Attack (2 points). As a bonus action, you can make one attack with your natural weapon.

It's Time To Run

An Adult Green Dragon has been unleashed by the cult of the Dragon Queen. Despite their best efforts, the dragon manages to wound several of Eilidh's companions. Eilidh knows that they cannot sustain the battle much longer and makes a bold decision. She calls upon the spirits of the forest to create a powerful blizzard, hoping that it will give them a chance to retreat.

The blizzard engulfs the battlefield, making it difficult for the dragon to see and making the terrain treacherous. The Wildwood Wanderers use this opportunity to flee, knowing that they cannot defeat the dragon on their own.

Move Like Jaguar

This time it is not their shot to fight. An adult dragon of that power isn't something The Wildwood Wanderers can handle in their current state. So Eilidh morph into a form that is swift and fast, able to even carry some of her friends on its back. Xeralatte.

Currently, Eilidh has 11 points
She can has up to 4 traits:

These are the Beastial Traits she chose to escape Adult Green Dragon.

  • Beast of Burden. You count as one size larger when determining your carrying weight and the weight you can push, drag, or lift.
  • Escape (2 points). You can take the Dash action as a bonus action.
  • Standing Leap (2 points). You long jump is up to 40 feet and your high jump is up to 20 feet, with or without a running start.
  • Swift (6 points). Your speed increases by 30 feet.

Xeralatte

Large Beast, Neutral Good


  • Armor Class 15
  • Hit Points 45 (8d8+16)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 15 (+2) 13 (+1) 20 (+5) 11 (+0)

  • Saving Throws Intelligence +4, Wisdom +8
  • Skills Animal Handling +8, Medicine +8, Nature +4, Survival +8
  • Senses Darkvision 60 ft., passive Perception 15
  • Languages Common, Druidic, Gnomish
  • Proficiency Bonus 3
  • Challenge 8

Beast of Burden. You count as one size larger when determining your carrying weight and the weight you can push, drag, or lift.

Standing Leap. You long jump is up to 40 feet and your high jump is up to 20 feet, with or without a running start.

Actions

Extra Attack. When you take an attack action, you can attack twice.

Bestial Strike. Melee Attack: +8 to hit, reach 5 ft., one target. Hit: 1d8+5 bludgeoning, piercing, or slashing damage.

Primal Breath (Recharge 5–6). You exhale a blast of primordial energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC 16), taking 3d6 force damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Escape. You can take the Dash action as a bonus action.

Tier 3: 12th level

Ally From The Shadow

The Wildwood Wanderers receive a task from The Mask, an underground organization who dislike or at least not align themselves with cult of the Dragon Queen. The Mask seeks to ally with The Wildwood Wanderers, but before they can work together, The Mask requires a show of power and loyalty.

The Mask tasks The Wildwood Wanderers with diving deep into the mausoleum of a long-dead yet powerful wizard. The wizard was known for his ability to bind powerful spirits to his will, and The Mask believes that there may be valuable artifacts or knowledge to be gained from his tomb.

Eilidh and her companions agree to take on the task, knowing that the rewards could be great. They travel to the mausoleum, which is located deep in a dark and foreboding forest. The air is thick with magic, and they can sense that there are powerful spirits and creatures lurking within.


Eilidh Wildheart

Medium Humanoid (Druid), Neutral Good


  • Armor Class 14 (Studded Leather)
  • Hit Points 99 (12d8+36)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 16 (+3) 13 (+1) 20 (+5) 11 (+0)

  • Saving Throws Con +7, Int +5, Wis +9
  • Skills Animal Handling +9, Medicine +9, Nature +5, Survival +9
  • Senses passive Perception 15
  • Languages Common, Druidic, Gnomish
  • Proficiency Bonus 4


Mythical Beast

Medium Beast, Neutral Good


  • Armor Class 15
  • Hit Points 65 (12d8+36)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 16 (+3) 13 (+1) 20 (+5) 11 (+0)

  • Saving Throws Con +7, Int +5, Wis +9
  • Skills Animal Handling +9, Medicine +9, Nature +5, Survival +9
  • Senses Darkvision 60 ft., passive Perception 15
  • Languages Common, Druidic, Gnomish
  • Proficiency Bonus 4
  • Challenge 12

Beastial Vigor. If you have any remaining beastial point, each point grants you 1 additional hit point in your Mythical Beast form equal to your druid level.

Actions

Extra Attack. When you take an attack action, you can attack twice.

Bestial Strike. Melee Attack: +9 to hit, reach 5 ft., one target. Hit: 1d8+5 bludgeoning, piercing, or slashing damage.

Primal Breath (Recharge 5–6). You exhale a blast of primordial energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC 17), taking 4d6 force damage on a failed save, or half as much damage on a successful one.

Feat: Resilient (Con) (12th level)

Since you got your Wisdom score at 20, there are room to be creative about taking ASI or a feat.

At this level of adventure, your Mythical Wild Shape might not be able to offer other support or utilities while you can't cast a spell.

Into The Deadman's Tomb

They enter the mausoleum, which is filled with traps and puzzles designed to thwart any would-be intruders. But The Wildwood Wanderers are skilled and experienced adventurers, and they manage to overcome each challenge in turn.

Eilidh needs a form that can detect traps and quick to respond to danger, should have resistance against damage from traps.

She named this elemental made of air Zyphon.

Currently, Eilidh has 16 points
She can has up to 5 traits:

These are the Beastial Traits she chose to deal with the traps.

  • Ancestry: Elemental (Air) (5 points). Your creature type changes to Elemental. You don’t need to eat, drink, or breathe. You don't age, and effects that would cause you to age don't work on you. You gain immunity to poison damage and poisoned condition. Your flying speed increases by 30 feet. You gain resistance to lightning and thunder damage. You can enter a hostile creature's space and stop there. You can move through a space as narrow as 1 inch wide without squeezing. Your Primal Breath gains additional option: Lighting Storm. Every creature within the area must make a Constitution saving throw or be stunned until the end of their next turn.
  • Biome: Underdark (3 points). Your form are now associated with underdark biome. You are native to the darkest land where no light could reach, you gain 300 feet of darkvision. You gain resistance to thunder damage and you can choose thunder damage as your natural weapon and Primal Breath’s damage type. Your natural weapon and Primal Breath’s damage dies increases by 1.
  • Echolocation (3 points). You gain 60 feet of blindsight. You can't use your blindsight while deafened.
  • Keen Sight. You has advantage on Wisdom (Perception) checks that rely on sight.
  • Magical Armor (3 points). You gain resistance to nomagical bludgeoning, piercing, or slashing damage.

Final Test

As Eilidh and her companions dive deeper into the mausoleum, they are suddenly surrounded by a horde of wraiths. These spirits of the dead are twisted and corrupted, and they are clearly not at peace.

It becomes clear that the dead wizard had set up these wraiths as a final test, to prevent anyone from taking his powerful artifacts. The wraiths are incredibly powerful and relentless, and they attack The Wildwood Wanderers with a ferocity that they have never experienced before.

Celestial Descends

Eilidh and her companions fight bravely, but they quickly realize that they are outmatched. The wraiths are immune to most forms of attack, and they seem to be growing stronger with each passing moment.

Eilidh knows she need to borrow power of the divine. So she does. Gathers the knowledge of the Upper Plane, Eilidh shine bright with celestial energy.

Here comes Minerva.

Currently, Eilidh has 16 points
She can has up to 5 traits:

These are the Beastial Traits she chose to handle wraiths.

  • Ancestry: Celestial (5 points). Your creature type changes to Celestial. You are immune to radiant and necrotic damage. You are immune to the charmed condition. You have a +2 bonus to AC. You can choose radiant or necrotic damage as your natural weapon and Primal Breath’s damage type. Your natural weapon and Primal Breath’s damage dies increases by 1.
  • Brutality (2 points). The number of your natural weapon and Primal Breath's damage die increases by 1. Your attack with natural weapons scores a critical hit on 19-20.
  • Extra Attack (2 points). When you take an attack action, you can attack twice.
  • Magic Weapons (4 points). Your attacks in Mythical Beast form count as magical. For every 2 beastial point you spent on this trait, you gain a +1 bonus to your attack and damage rolls for your natural weapon.
  • Natural Armor (2 points). You add your proficiency bonus to your armor class.



Zyphon

Medium Elemental, Neutral Good


  • Armor Class 15
  • Hit Points 77 (12d8+36)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 16 (+3) 13 (+1) 20 (+5) 11 (+0)

  • Saving Throws Con +7, Int +5, Wis +9
  • Skills Animal Handling +9, Medicine +9, Nature +5, Survival +9
  • Damage Resistance lighting, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunity poison
  • Condition Immunity poisoned
  • Senses Blindsight 60 ft., Darkvision 300 ft., passive Perception 15
  • Languages Common, Druidic, Gnomish
  • Proficiency Bonus 4
  • Challenge 12

Ancestry: Elemental (Air). Your creature type changes to Elemental. You don’t need to eat, drink, or breathe. You don't age, and effects that would cause you to age don't work on you. You can enter a hostile creature's space and stop there. You can move through a space as narrow as 1 inch wide without squeezing.

Beastial Vigor. You gain additional 12 hit points.

Biome: Underdark. Your form are now associated with underdark biome. You are native to the darkest land where no light could reach, you gain 300 feet of darkvision. You gain resistance to thunder damage and you can choose thunder damage as your natural weapon and Primal Breath’s damage type.

Echolocation. You gain 60 feet of blindsight. You can't use your blindsight while deafened.

Keen Sight. You has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Extra Attack. When you take an attack action, you can attack twice.

Bestial Strike. Melee Attack: +9 to hit, reach 5 ft., one target. Hit: 2d8+5 bludgeoning, piercing, slashing, or thunder damage.

Primal Breath (Recharge 5–6). You exhale a blast of primordial energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC 17), taking 5d6 force or thunder damage on a failed save, or half as much damage on a successful one.

  • Primal Breath: Lighting Storm. Every creature within the area must make a Constitution saving throw (DC 17) or be stunned until the end of their next turn.



Minerva

Medium Celestial, Neutral Good


  • Armor Class 21 (Narutal Armor + Celestial)
  • Hit Points 77 (12d8+36)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 16 (+3) 13 (+1) 20 (+5) 11 (+0)

  • Saving Throws Con +7, Int +5, Wis +9
  • Skills Animal Handling +9, Medicine +9, Nature +5, Survival +9
  • Damage Immunity necrotic, radiant
  • Condition Immunity charmed
  • Senses Darkvision 60 ft., passive Perception 15
  • Languages Common, Druidic, Gnomish
  • Proficiency Bonus 4
  • Challenge 12

Ancestry: Celestial. Your creature type changes to Celestial. You are immune to radiant and necrotic damage. You are immune to the charmed condition. You have a +2 bonus to AC. You can choose radiant or necrotic damage as your natural weapon and Primal Breath’s damage type.

Beastial Vigor. You gain additional 12 hit points.

Brutality. Your attack with natural weapons scores a critical hit on 19-20.

Magic Weapons (4 points). Your attacks in Mythical Beast form count as magical. You gain a +2 bonus to your attack and damage rolls for your natural weapon (included in your stat block).

Actions

Extra Attack. When you take an attack action, you can attack twice.

Bestial Strike. Melee Attack: +11 to hit, reach 5 ft., one target. Hit: 3d8+7 bludgeoning, necrotic, piercing, radiant, slashing damage.

Primal Breath (Recharge 5–6). You exhale a blast of primordial energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC 17), taking 6d6 force, necrotic, or radiant damage on a failed save, or half as much damage on a successful one.

Ritual For The Queen

The Wildwood Wanderers return to The Mask. The Mask is impressed by their show of power and loyalty, and they agree to work together to oppose the cult of the Dragon Queen. But would it be enough?

Old Foe

As The Wildwood Wanderers arrived at one of the cult's lair, they were confronted by the imposing figure of the Adult Green Dragon. Memories flooded back of their previous encounter with the dragon, where they had barely managed to escape with their lives.

However, this time was different. The Wildwood Wanderers had grown stronger and more experienced, and they were not afraid to face the dragon head-on. They knew that they had to stop the cult's ritual at any cost, and they were willing to risk everything to do so.

The dragon was formidable, but The Wildwood Wanderers were relentless. They fought with determination and courage, never giving up even as the dragon seemed to gain the upper hand.

Dance With A Devil

Eilidh needs a form that has range attacks to deal with a flying enermy and she needs a way to deal with the dragon's poisonous breathe. So she remembers what she knows about the devil, hence, her fiendish form. Mara.

Currently, Eilidh has 16 points
She can has up to 5 traits:

These are the Beastial Traits she chose to deal with an adult green dragon.

  • Aerial Strike. You gain a ranged attack option. Ranged Attack: your Spell Attack Modifier to hit, range 60/120 ft., one target. Hit: 1d6 + your Wisdom modifier bludgeoning, piercing, or slashing damage.
  • Ancestry: Fiend (5 points). Your creature type changes to Fiend. You are immune to fire and poison damage. You are immune to the poisoned condition. You have a +2 bonus to AC. You can choose fire or poison damage as your natural weapon and Primal Breath’s damage type. Your natural weapon and Primal Breath’s damage dies increases by 1.
  • Flight (2 points). You gain a flying speed equal to your walking speed.
  • Magic Weapons (4 points). Your attacks in Mythical Beast form count as magical. For every 2 beastial point you spent on this trait, you gain a +1 bonus to your attack and damage rolls for your natural weapon.
  • Quickened Attack (2 points). As a bonus action, you can make one attack with your natural weapon.



Mara

Medium Field, Neutral Good


  • Armor Class 17 (Fiend)
  • Hit Points 89 (12d8+36)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 16 (+3) 13 (+1) 20 (+5) 11 (+0)

  • Saving Throws Con +7, Int +5, Wis +9
  • Skills Animal Handling +9, Medicine +9, Nature +5, Survival +9
  • Damage Immunity fire, poison
  • Condition Immunity poisoned
  • Senses Darkvision 60 ft., passive Perception 15
  • Languages Common, Druidic, Gnomish
  • Proficiency Bonus 4
  • Challenge 12

Ancestry: Fiend. Your creature type changes to Fiend. You are immune to fire and poison damage. You are immune to the poisoned condition. You have a +2 bonus to AC. You can choose fire or poison damage as your natural weapon and Primal Breath’s damage type.

Beastial Vigor. You gain additional 24 hit points.

Brutality. Your attack with natural weapons scores a critical hit on 19-20.

Magic Weapons (4 points). Your attacks in Mythical Beast form count as magical. You gain a +2 bonus to your attack and damage rolls for your natural weapon (included in your stat block).

Actions

Extra Attack. When you take an attack action, you can attack twice.

Aerial Strike. Melee Attack: +11 to hit, 60/120 ft., one target. Hit: 2d6+7 bludgeoning, fire, piercing, poison, or slashing damage.

Bestial Strike. Ranged Attack: +11 to hit, reach 5 ft., one target. Hit: 2d8+7 bludgeoning, fire, piercing, poison, or slashing damage.

Primal Breath (Recharge 5–6). You exhale a blast of primordial energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC 17), taking 5d6 fire, force, or poison damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Quickened Attack. You can make one attack with your natural weapon.

Tier 3.5: 16th level

Last Stand

After their victory over the adult black dragon, The Wildwood Wanderers knew that they had to stop the cult of the Dragon Queen once and for all. They had learned that the cult was planning a final ritual that would bring the Dragon Queen into the world, and they knew that they were the only ones who could stop it.

The Wildwood Wanderers gathered their allies and prepared for the final battle. They knew that it would be their toughest fight yet, but they were determined to see it through to the end.

As they approached the cult's stronghold, they could feel the power of the Dragon Queen growing stronger. The air was thick with magic, and the ground shook with the force of the ritual.


Eilidh Wildheart

Medium Humanoid (Druid), Neutral Good


  • Armor Class 14 (Studded Leather)
  • Hit Points 131 (16d8+48)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 16 (+3) 13 (+1) 20 (+5) 11 (+0)

  • Saving Throws Con +8, Int +6, Wis +10
  • Skills Animal Handling +10, Medicine +10, Nature +6, Survival +10
  • Senses passive Perception 15
  • Languages Common, Druidic, Gnomish
  • Proficiency Bonus 5


Mythical Beast

Medium Beast, Neutral Good


  • Armor Class 15
  • Hit Points 85 (16d8+48)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 16 (+3) 13 (+1) 20 (+5) 11 (+0)

  • Saving Throws Con +8, Int +6, Wis +10
  • Skills Animal Handling +10, Medicine +10, Nature +6, Survival +10
  • Senses Darkvision 60 ft., passive Perception 15
  • Languages Common, Druidic, Gnomish
  • Proficiency Bonus 5
  • Challenge 16

Beastial Vigor. If you have any remaining beastial point, each point grants you 1 additional hit point in your Mythical Beast form equal to your druid level.

Actions

Extra Attack. When you take an attack action, you can attack twice.

Bestial Strike. Melee Attack: +10 to hit, reach 5 ft., one target. Hit: 1d8+5 bludgeoning, piercing, or slashing damage.

Primal Breath (Recharge 5–6). You exhale a blast of primordial energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC 18), taking 5d6 force damage on a failed save, or half as much damage on a successful one.

Feat: Sentinel (16th level)

Your Mythical Beast doesn't really offer any use of your reaction, even with their Beastial Traits.

A Sentinel feat is one of the best option for a druid that want to invest in their Mythical Wild Shape's aciton economy.

Belly of The Beast

The Wildwood Wanderers encountered the group of cultists and their dragon-blessed archmage as they approached the stronghold of the cult of the Dragon Queen. The cultists had been alerted to their presence and were ready to defend their stronghold at all costs.

The archmage was a powerful spellcaster, with the power of a dragon flowing through his veins. He stood at the head of the cultist army, his eyes gleaming with an otherworldly light.

The Wildwood Wanderers knew that they had to defeat the archmage if they were to have any chance of stopping the cult. They charged into battle, their weapons at the ready, and engaged the cultists.

Mage's Bane

It's time to bring out a creature that could deal with spellcasters. Eilidh want to paralyze them with poison and stop their spellcasting ability but also make sure that herself can handle spell and magical effects. Fully dress in rainbow color, it's Eset.

Currently, Eilidh has 21 points
She can has up to 6 traits:

These are the Beastial Traits she chose to fight against spellcasters.

  • Aerial Strike. You gain a ranged attack option. Ranged Attack: your Spell Attack Modifier to hit, range 60/120 ft., one target. Hit: 1d6 + your Wisdom modifier bludgeoning, piercing, or slashing damage.
  • Biome: Plain (3 points). Your form are now associated with plain biome. You are native to the grassland, you ignore magical and nonmagical difficult terrain made of plants or other sources of nature. You can take hide action as a bonus action. While you have no cover, you're considered to have half cover. If you have half cover, it is considered three-quarter cover for you. Your natural weapon and Primal Breath’s damage dies increases by 1.
  • Deadly Venomous (3 points). Your natural weapon deals additional 2d6 poison damage and the target of your attack must make a Constitution saving throw or be paralyzed until the end of its next turn.
  • Magic Resistance (5 points). You have advantage on saving throws against spells and other magical effects.
  • Magic Weapons (6 points). Your attacks in Mythical Beast form count as magical. For every 2 beastial point you spent on this trait, you gain a +1 bonus to your attack and damage rolls for your natural weapon.
  • Quickened Attack (2 points). As a bonus action, you can make one attack with your natural weapon.

Deadly Maws

The Wildwood Wanderers continued their journey towards the stronghold of the cult of the Dragon Queen. But their progress was impeded by the appearance of two adult dragons: One is red and another is white. They new that they were in for a tough fight, but they steeled themselves for battle. They drew their weapons and prepared to face off against the fearsome beasts.

Clash of the Titans

Eilidh wasn't going to let them having all the gigantic monsters coming after her friends. Not when she could become one as well. It's time to fight fire with fire, titan with titan. And this is her Big B(east).

Currently, Eilidh has 21 points
She can has up to 6 traits:

These are the Beastial Traits she chose to fight against two dragons.

  • Ancient Beast's Strength (6 points). While you're in this form, your Strength score changes to 25. You can choose to use your Strength modifier for attack and damage rolls for your natural weapon and any mythical beast DC that requires a Strength or Dexterity saving throw or to escape from your grapple. Once per round, when you hit an enemy with your natural weapon, you use the highest number possible for each damage die instead. You have advantage on Strength checks and saving throws. Your natural weapon damage dies increases by 1.
  • Gigantification (5 points). You can choose up to Gargantuan size for your mythical beast. If you lack the room to become Gargantuan, your size doesn't change. Your natural weapon damage dies increases by 2. When you make an attack with your natural weapon, you can choose to attack with fury. You take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. Your natural melee weapon has a +5 feet increase to its range.
  • Magic Weapons (2 points). Your attacks in Mythical Beast form count as magical. For every 2 beastial point you spent on this trait, you gain a +1 bonus to your attack and damage rolls for your natural weapon.
  • Magical Armor (3 points). You gain resistance to nomagical bludgeoning, piercing, or slashing damage.
  • Quickened Attack (2 points). As a bonus action, you can make one attack with your natural weapon.


Eset

Medium Beast, Neutral Good


  • Armor Class 15
  • Hit Points 101 (8d8+16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 16 (+3) 13 (+1) 20 (+5) 11 (+0)

  • Saving Throws Con +8, Int +6, Wis +10
  • Skills Animal Handling +10, Medicine +10, Nature +6, Survival +10
  • Senses Darkvision 60 ft., passive Perception 15
  • Languages Common, Druidic, Gnomish
  • Proficiency Bonus 5
  • Challenge 16

Beastial Vigor. You gain additional 16 hit points.

Biome: Plain. Your form are now associated with plain biome. You are native to the grassland, you ignore magical and nonmagical difficult terrain made of plants or other sources of nature. You can take hide action as a bonus action. While you have no cover, you're considered to have half cover. If you have half cover, it is considered three-quarter cover for you.

Magic Resistance. You have advantage on saving throws against spells and other magical effects.

Magic Weapons (6 points). Your attacks in Mythical Beast form count as magical. You gain a +3 bonus to your attack and damage rolls for your natural weapon (included in your stat block).

Actions

Extra Attack. When you take an attack action, you can attack twice.

Aerial Strike. Melee Attack: +13 to hit, 60/120 ft., one target. Hit: 2d6+8 bludgeoning, piercing, or slashing damage + 2d6 poison damage and the target of your attack must make a Constitution saving throw (DC 18) or be paralyzed until the end of its next turn.

Bestial Strike. Melee Attack: +13 to hit, reach 5 ft., one target. Hit: 2d8+8 bludgeoning, piercing, or slashing damage + 2d6 poison damage and the target of your attack must make a Constitution saving throw (DC 18) or be paralyzed until the end of its next turn.

Primal Breath (Recharge 5–6). You exhale a blast of primordial energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC 18), taking 5d6 force damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Hide. You take the Hide action.

Quickened Attack. You can make one attack with your natural weapon.



Big B(east)

Gargantuan Beast, Neutral Good


  • Armor Class 15
  • Hit Points 133 (16d8+48)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
25 (+7) 20 (+5) 16 (+3) 13 (+1) 20 (+5) 11 (+0)

  • Saving Throws Con +8, Int +6, Wis +10
  • Skills Animal Handling +10, Medicine +10, Nature +6, Survival +10
  • Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses Darkvision 60 ft., passive Perception 15
  • Languages Common, Druidic, Gnomish
  • Proficiency Bonus 5
  • Challenge 16

Ancient Beast's Strength (1/Round). While you're in this form, your Strength score changes to 25. You can choose to use your Strength modifier for attack and damage rolls for your natural weapon and any mythical beast DC that requires a Strength or Dexterity saving throw or to escape from your grapple.

Once per round, when you hit an enemy with your natural weapon, you use the highest number possible for each damage die instead. You have advantage on Strength checks and saving throws.

Beastial Vigor. You gain additional 48 hit points.

Magic Weapons (2 points). Your attacks in Mythical Beast form count as magical. You gain a +1 bonus to your attack and damage rolls for your natural weapon.

Actions

Extra Attack. When you take an attack action, you can attack twice.

Bestial Strike. Melee Attack: +13 to hit, reach 10 ft., one target. Hit: 4d8+8 bludgeoning, piercing, or slashing damage.

Bestial Strike (Fury). Melee Attack: +8 to hit, reach 10 ft., one target. Hit: 4d8+18 bludgeoning, piercing, or slashing damage.

Primal Breath (Recharge 5–6). You exhale a blast of primordial energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC 18), taking 5d6 force damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Quickened Attack. You can make one attack with your natural weapon.

Against God And Monster

The Wildwood Wanderers made their way to the stronghold of the cult of the Dragon Queen. There, they found the cultists in the midst of a dark ritual, their chanting and incantations filling the air with a sense of dread.

As they approached, they saw that the ritual had succeeded. The Dragon Queen herself had been summoned to the material plane, and she stood before them, towering over them with her massive wingspan and deadly claws.

The Wildwood Wanderers knew that this was their final battle. They drew their weapons and prepared to face off against the most powerful creature they had ever encountered.

The Dragon Queen was a formidable opponent, unleashing a barrage of elemental attacks that threatened to tear the very earth asunder. But The Wildwood Wanderers were determined, using their skills and magic to dodge her attacks and strike back with all their might.

The Earthmother

As the battle against the Dragon Queen raged on, Eilidh felt a deep connection to the earth beneath her feet. She closed her eyes and focused her mind, calling upon the power of the Earthmother to aid her in this desperate hour.

Suddenly, she felt a surge of energy flow through her body, and she felt as though she were one with the earth itself. She opened her eyes, and they glowed with a bright green light.

Eilidh raised her arms and let out a cry that shook the very ground. The earth trembled and split apart, and the Dragon Queen stumbled back in surprise.

Gaia is here.

Currently, Eilidh has 21 points
She can has up to 6 traits:

These are the Beastial Traits she chose to make her last stand against the Dragon Queen.

  • Ancestry: Elemental (5 points). Your creature type changes to Elemental. You don’t need to eat, drink, or breathe. You don't age, and effects that would cause you to age don't work on you. You gain immunity to poison damage and poisoned condition. Choose one of the elemental plane to represent your affinity: Earth. You gain a +2 bonus to your armor class. Your burrowing speed increases by 30 feet and you don't disturb nonmagical material you move through. You gain resistance to bludgeoning, piercing, and slashing from nonmagical attacks.
  • Natural Armor (2 points). You add your proficiency bonus to your armor class.
  • Magic Weapons (4 points). Your attacks in Mythical Beast form count as magical. For every 2 beastial point you spent on this trait, you gain a +1 bonus to your attack and damage rolls for your natural weapon.
  • Mythical Resistance (5 points). When you’re making a saving throw. You can instead make the save with your Wisdom saving throw. You can use this feature a number of times equal to half of your proficiency bonus per long rest.
  • Pack Tactics (2 points). You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
  • Quickened Attack (2 points). As a bonus action, you can make one attack with your natural weapon.



Gaia

Gargantuan Elemental, Neutral Good


  • Armor Class 22 (Natural Armor + Earth Elemental)
  • Hit Points 101 (8d8+16)
  • Speed 30 ft., borrow 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 16 (+3) 13 (+1) 20 (+5) 11 (+0)

  • Saving Throws Con +8, Int +6, Wis +10
  • Skills Animal Handling +10, Medicine +10, Nature +6, Survival +10
  • Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunity poison
  • Condition Immunity poisoned
  • Senses Darkvision 60 ft., passive Perception 15
  • Languages Common, Druidic, Gnomish
  • Proficiency Bonus 5
  • Challenge 16

Ancestry: Earth Elemental. Your creature type changes to Elemental. You don’t need to eat, drink, or breathe. You don't age, and effects that would cause you to age don't work on you. You don't disturb nonmagical material you move through.

Beastial Vigor. You gain additional 16 hit points.

Magic Weapons (4 points). Your attacks in Mythical Beast form count as magical. You gain a +2 bonus to your attack and damage rolls for your natural weapon.

Mythical Resistance (2/Long Rest). When you’re making a saving throw. You can instead make the save with your Wisdom saving throw. You can use this feature a number of times equal to half of your proficiency bonus per long rest.

Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Extra Attack. When you take an attack action, you can attack twice.

Bestial Strike. Melee Attack: +12 to hit, reach 10 ft., one target. Hit: 1d8+7 bludgeoning, piercing, or slashing damage.

Primal Breath (Recharge 5–6). You exhale a blast of primordial energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC 18), taking 5d6 force damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Quickened Attack. You can make one attack with your natural weapon.

The End of Eilidh Wildheart

After the battle with the Dragon Queen, Eilidh decided to retire from the life of an adventurer. The Wildwood Wanderers decided to disband and each of them go their own seperate ways. She had seen and experienced so much, and she felt that it was time for her to move on to a new chapter in her life.

Eilidh settled down in a small village nestled in the heart of the Wildwood, where she lived a quiet life as a healer and herbalist. She spent her days tending to the sick and injured, and her nights studying the plants and wildlife of the forest.

As she grew older, Eilidh became known as a wise woman, and people came to her from all over the land seeking her advice and guidance. She was respected and beloved by all who knew her, and her legacy lived on long after she was gone.

In the end, Eilidh knew that she had lived a full and fulfilling life. She had saved the world from destruction, and had found happiness and contentment in her later years. She knew that her spirit would always be a part of the Wildwood, and that she would always be remembered as one of its greatest heroes.

Tier 4: 20th level

Legendary Mythical Beasts

Eilidh's journey might come to its conclusion. But our guide to Mythical Wild Shape is not over yet, there is still one last tier of play. The 20th level adventure.

It's rare and hard to reach, but maybe you'll have your chance in a one shot or a 4th tier adventuring campaign. So I'll make suggested stat block for 20th level druid's Mythical Wild Shape. But they will come in a form of some old, ancient, and powerful monster with lore and story that will most-likely be played as an epic boss monster than a playable character.


Archdruid

Medium Humanoid (Druid), Neutral Good


  • Armor Class 14 (Studded Leather)
  • Hit Points 163 (20d8+60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 16 (+3) 13 (+1) 20 (+5) 11 (+0)

  • Saving Throws Con +9, Int +7, Wis +11
  • Skills Animal Handling +11, Medicine +11, Nature +7, Survival +11
  • Senses passive Perception 15
  • Languages Common, Druidic, Gnomish
  • Proficiency Bonus 6

Feat: Lucky (19th level)

You know why it's here.

It's a 20th level character, there is nothing else to pick so goes ham on Lucky feat.



Behemoth the Walking Citadel

Gargantuan Elemental, Neutral Good


  • Armor Class 23 (Natural Armor + Earth Elemental)
  • Hit Points 265 (20d8+60)
  • Speed 30 ft., borrow 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 25 (+7) 13 (+1) 20 (+5) 11 (+0)

  • Saving Throws Con +13, Int +7, Wis +11
  • Skills Athletics +11, Medicine +11, Perception +11, Survival +11
  • Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunity poison
  • Condition Immunity poisoned
  • Senses Darkvision 60 ft., passive Perception 21
  • Languages Common, Druidic, Gnomish
  • Proficiency Bonus 6
  • Challenge 20

Ancestry: Earth Elemental. You don't disturb nonmagical material you move through.

Ancient Beast's Endurance. You gain additional 100 hit points. You have advantage on Constitution checks and saving throws.

Beastial Vigor. You gain additional 60 hit points.

Magic Weapons. Your attacks in Mythical Beast form count as magical. You gain a +1 bonus to your attack and damage rolls for your natural weapon.

Actions

Extra Attack. When you take an attack action, you can attack twice.

Bestial Strike. Melee Attack: +12 to hit, reach 10 ft., one target. Hit: 4d8+6 bludgeoning, piercing, or slashing damage.

Bestial Strike (Fury). Melee Attack: +7 to hit, reach 10 ft., one target. Hit: 4d8+16 bludgeoning, piercing, or slashing damage.

Primal Breath (Recharge 5–6). You exhale a blast of primordial energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC 19), taking 7d6 force damage on a failed save, or half as much damage on a successful one.

Mythical Actions

While in this form, you can take 3 mythical actions, choosing from the options below. Only one mythical action can be used at a time and only at the end of another creature's turn. You regain 1 spent mythical action at the start of your turn.

  • Detect. You make a Wisdom (Perception) check.

  • Attack. You make one attack.

  • Cast a Spell (Costs 2 Actions). You cast a spell you have prepared in your druid spell list, expending a spell slot as normal. The spell can't be higher than 5th level.

Alternatively, you can spend one Mythical Action to cast a spell you have prepared in your druid spell list, expending a spell slot as normal. The spell can't be higher than 5th level.

"Living mountain, walking tall

A force of nature, above them all

With every step, it shakes the ground

Living mountain, hear its sound"

Suggested Beastial Traits. It is a suggested options for an archdruid that want to play as Behemoth the Walking Citadel:

  • Ancestry: Earth Elemental (5 points).
  • Ancient Beast's Endurance (6 points).
  • Gigantification (5 points).
  • Magic Weapons (2 points).
  • Mythical Actions (3 points).
  • Natural Armor (2 points).

Living And Walking City. Behemoth is truly a wonder to behold. This massive walking citadel towers over the landscape, its great size and strength inspiring awe in all who see it. And yet, despite its intimidating appearance, Behemoth is known for its gentle nature and kind disposition.

Skyhaven. A city in the sky, perched atop a massive living creature. Many smaller creatures have taken advantage of Behemoth's goodwill, building a city on its back that stretches for miles. The city is a marvel of engineering, with buildings and structures carefully constructed to withstand the motion and shifting of Behemoth's steps. Despite the challenges of living on the back of a giant creature, the inhabitants of the city have adapted well. They have learned to work together to maintain their homes and community, and have even developed technologies to harness Behemoth's movements for power and transportation.

Sacrifice and Service. Behemoth's story is one of sacrifice and service to its people. Long ago, Behemoth was not a giant walking citadel, but a powerful druid who had devoted their life to protecting the natural world and their people. They had seen the struggles of a dying civilization, the challenges they faced in finding resources and survive the monster's attack. Moved by their plight, The Archdruid made the ultimate sacrifice and offered their own body as a sanctuary for the creatures they had sworn to protect.

Long Forgotten Legends. The years passed, Behemoth walked the land, its great size and strength inspiring awe and reverence in all who saw it. The people that had once struggled to survive in the wilderness now thrived on Behemoth's back, building communities and cities that spanned miles. Behemoth became a symbol of hope and protection, a guardian and protector of all who lived on its back. Slowly, the Archdruid start to forget who they used to be. People who can still remember their sacrifice is long gone. Now it has become a myth, old wives' tale that nobody takes it seriously.

Playing Behemoth As A Legendary Monster. If your players want to try out an open war against Skyhaven, they are welcome to do so. Changing Mythical Actions feature to Legendary Actions which Behemoth regains 3 Legendary Actions at the beginning of its turn.

Legendary Resistance. Give Behemoth 3 legendary resistance per long rest.

Lair Action. On initiative count 20 (losing initiative ties), Behemoth takes a lair action to cause one of the following magical effects:

  • Earth-Shaking. Behemoth sends a shock wave through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 19 Constitution saving throw or the creature's concentration is broken. Creature within 60 feet of Behemoth and is on the ground must make a DC 19 Dexterity saving throw. On a failed save, the creature takes 21 (6d6) bludgeoning damage, is knocked prone.
  • Protectors of Skyhaven. Four griffon cavalry riders (WDH p.197) appear in unoccupied spaces within 10 feet around Behemoth They fight until they perish. Behemoth cannot have more than 8 griffon cavalry riders at a time.
  • Transmute Rock. Behemoth casts transmute rock to transmute rock to mud under one of its opponent.

Additional Legendary/Mythical Actions. As a legendary monster, you can add these action into the list of Behemoth's Legendary or Mythical Actions.

  • Burrow. Behemoth burrows themselves into the ground. It has resistance to all damage, and it is restrained. It emerge at the beginning of its next turn.
  • Revitalize (Costs 2 Actions). Behemoth regains 28 (8d6) hit points.

Spellcasting. Behemoth can cast a spell of 5th level or lower with their Mythical Actions, as a legendary monster, instead it can cast a spell, expending a spell slot as normal. Behemoth is a 20th level druid. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks).

  • Cantrips (at will): control flames, druidcraft, mold earth
  • 1st level (4 slots): absorb elements, thunderwave
  • 2nd level (3 slots): spike growth, wither and bloom
  • 3rd level (3 slots): erupting earth, plant growth
  • 4th level (3 slots): control water, stone shape
  • 5th level (3 slots): transmute rock, wrath of nature

Playing As Behemoth

Playing as Behemoth the Walking Citadel, your main focus to to protect yourself and the city on your back. You strength might come from the people who lives on your body. Asking your DM if you could have a few NPCs or monsters to come to your aid in a battle. You cast plant growth to feed the terrain on your body so it's quite abundant and fertile for any civilization, makes it a perfect place even for your own party if you decide.

Utilize your bulkiness and high armor class, including your Gargantuan size, to your advantage. You can give your ally cover and absorb a ton of damage for them. Your melee attack also deals heavy damage on any unfortunate creature who dares cross your path.

At the beginning of your combat, your surrounding should have rocks, tree, or greenery. You should cast and maintain concentration on wrath of nature as soon as possible. The trick is your enormous body could also carry the nature terrain itself. Making you a walking artillery.



Scylla of the Deep

Gargantuan Beast, Chaotic Evil


  • Armor Class 15
  • Hit Points 165 (20d8+60)
  • Speed 30 ft., swim 60 ft.

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 16 (+3) 25 (+7) 20 (+5) 11 (+0)

  • Saving Throws Con +9, Int +13, Wis +11
  • Skills Athletics +11, Investigation +13, Perception +11, Stealth +11
  • Damage Resistance bludgeoning
  • Senses Darkvision 120 ft., Truesight 30 ft., passive Perception 21
  • Languages Common, Druidic, Gnomish
  • Proficiency Bonus 6
  • Challenge 20

Ancient Beast's Cunning. You have advantage on Intelligence checks and saving throws.

Beastial Vigor. You gain additional 60 hit points.

Biome: Coast. Your form are now associated with underwater biome. You are naturally adapted to the deep water, and can withstand extreme pressure while suffering no detrimental effect.

Grappler. When your natural melee weapon attack hits, the target is grappled. The target can use its action to escape against your DC (DC 19). You can have up to 3 creatures grapple this way.

Magic Weapons. Your attacks in Mythical Beast form count as magical. You gain a +2 bonus to your attack and damage rolls for your natural weapon.

Actions

Extra Attack. When you take an attack action, you can attack twice.

Bestial Strike. Melee Attack: +13 to hit, reach 10 ft., one target. Hit: 4d8+7 bludgeoning, piercing, or slashing damage.

Bestial Strike (Fury). Melee Attack: +8 to hit, reach 10 ft., one target. Hit: 4d8+17 bludgeoning, piercing, or slashing damage.

Primal Breath (Recharge 5–6). You exhale a blast of primordial energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC 19), taking 7d6 force damage on a failed save, or half as much damage on a successful one.

Reactions

Cunning Tactic. When you or another creature you can see within 30 feet makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

Mythical Actions

While in this form, you can take 3 mythical actions, choosing from the options below. Only one mythical action can be used at a time and only at the end of another creature's turn. You regain 1 spent mythical action at the start of your turn.

  • Detect. You make a Wisdom (Perception) check.

  • Attack. You make one attack.

  • Cast a Spell (Costs 2 Actions). You cast a spell you have prepared in your druid spell list, expending a spell slot as normal. The spell can't be higher than 5th level.

Alternatively, you can spend one Mythical Action to cast a spell you have prepared in your druid spell list, expending a spell slot as normal. The spell can't be higher than 5th level.

"Beneath the waves she sleeps

In the darkness, her secrets keep

Scylla of the Deep, a monster of the sea

A terror to all who dare to be"

Suggested Beastial Traits. It is a suggested options for an archdruid that want to play as Scylla of the Deep:

  • Ancient Beast's Cunning (5 points).
  • Aquatic.
  • Biome: Coast (3 points).
  • Gigantification (5 points).
  • Grappler (2 points).
  • Magic Weapons (4 points).
  • Mythical Actions (3 points).

Leviathan of Horror. Scylla of the Deep is a fearsome and unpredictable monster that haunts the ocean depths. This massive creature resembles a colossal squid, with long, powerful tentacles and a massive, beaked mouth. Scylla rests on the ocean floor, hidden from sight and waiting for the right moment to strike. When Scylla does emerge from the depths, she becomes a terror of the sea. Her tentacles can stretch for miles, reaching up to the surface and snatching unsuspecting ships from the water. Her beaked mouth can crush even the strongest hulls, and her powerful tentacles can drag entire ships down to the depths below.

Cunning And Vicious. Scylla is a ruthless and unpredictable monster, striking without warning and showing no mercy to her victims. She is driven by an insatiable hunger, consuming anything that crosses her path and leaving a trail of destruction in her wake. Despite her fearsome reputation, some believe that Scylla may be more than just a mindless monster. Legends tell of sailors who have glimpsed a strange intelligence in her eyes, as if there is more to this creature than meets the eye. But whether Scylla is a simple predator or something more remains a mystery, and those who seek to challenge her do so at their own peril.

Little Mermaid. Scylla was a curious and adventurous merfolk princess, always seeking out new experiences and challenges. She dreamed of exploring the world beyond the ocean, of seeing new places and meeting new creatures. Scylla allowed herself to fall deeply in love with the sailor. She showed him the wonders of the ocean. But the sailor's love for Scylla was not pure. He saw her as nothing more than a novelty, a creature to be captured and displayed for the amusement of others. And so, he betrayed her, using her love for him to lead her into a trap.

Monsters Are Made. Fueled by rage and a thirst for revenge, Scylla vowed to never let another human sail through her domain. She retreated to the ocean floor and transformed into the monstrous creature she is today, using her immense power to destroy any ship that dared to cross her path.

Playing Scylla As A Legendary Monster. If your players want to attempt to slay Scylla. Changing Mythical Actions feature to Legendary Actions which Scylla regains 3 Legendary Actions at the beginning of her turn.

Legendary Resistance. Give Scylla 3 legendary resistance per long rest.

Lair Action. On initiative count 20 (losing initiative ties), Scylla takes a lair action to cause one of the following magical effects:

  • Crushing Wave. Each creature within 60 feet of Scylla must succeed on a DC 19 Strength saving throw or be pushed up to 60 feet away from Scylla. On a success, the creature is pushed 10 feet away from Scylla.

  • Ink Cloud. While underwater, Scylla expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than Scylla. Each creature other than Scylla that ends its turn there must succeed on a DC 19 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of Scylla's next turn.

Additional Legendary/Mythical Actions. As a legendary monster, you can add these action into the list of Scylla's Legendary or Mythical Actions.

  • Whirlpool (2 Actions). Each creature within 30 feet must make a DC 19 Strength saving throw. On a failure, a target takes 27 (6d8) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 19).

Spellcasting. Scylla can cast a spell of 5th level or lower with her Mythical Actions, as a legendary monster, instead she can cast a spell, expending a spell slot as normal. Scylla is a 20th level druid. Her spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks).

  • Cantrips (at will): infestation, poison spray, shape water
  • 1st level (4 slots): create or destroy water, entangle
  • 2nd level (3 slots): hold person, pass without trace
  • 3rd level (3 slots): tidal wave, water breathing
  • 4th level (3 slots): control water, hallucinatory terrain
  • 5th level (3 slots): control winds, scrying

Playing As Scylla

Playing as Scylla of the Deep, it is expected that you are in watery terrain. Utilizing the water to grant you some cover and protection, you can ambush an enemy with your tentacles and drag them into the water with you. Your Cunning Tactic gives you the upper hand on any skill checks, including grappling or hiding.

Your spell list has a spell that gives you control over water and wind, you can exert your power over the battlefield. You should maintain your concentration on, depending on your surrounding, control water or control wind as soon as the combat start. Beside in combat, you can grant bonus to Dexterity (Stealth) check with pass without trace to you and your party. If your group has to explore underwater, it's best to cast water breathing for your entire team.



Storm King

Large Elemental, Lawful Neutral


  • Armor Class 17
  • Hit Points 125 (20d8+60)
  • Speed 60 ft., fly 90 ft.

STR DEX CON INT WIS CHA
20 (+5) 25 (+7) 16 (+3) 13 (+1) 20 (+5) 11 (+0)

  • Saving Throws Con +9, Int +7, Wis +11
  • Skills Arcana +7, Insight +11, Perception +11, Survival +11
  • Damage Resistance lighting, thunder
  • Damage Immunity poison
  • Condition Immunity poisoned
  • Senses Darkvision 60 ft., passive Perception 21
  • Languages Common, Druidic, Gnomish
  • Proficiency Bonus 6
  • Challenge 20

Ancestry: Air Elemental. You can move through a space as narrow as 1 inch wide without squeezing. You gain immunity to poison damage and poisoned condition.

Ancient Beast's Agility. You can choose to use your Dexterity modifier for attack and damage rolls for your natural weapon and to calculate your armor class. Your speed increases by 30 feet. You have advantage on Dexterity checks and saving throws.

Beastial Vigor. You gain additional 20 hit points.

Magic Weapons. Your attacks in Mythical Beast form count as magical. You gain a +2 bonus to your attack and damage rolls for your natural weapon.

Actions

Extra Attack. When you take an attack action, you can attack twice.

Aerial Strike. Ranged Attack: +15 to hit, range 60/120 ft., one target. Hit: 1d6+9 bludgeoning, piercing, or slashing damage.

Bestial Strike. Melee Attack: +15 to hit, reach 5 ft., one target. Hit: 1d8+9 bludgeoning, piercing, or slashing damage.

Primal Breath (Recharge 3–6). You exhale a blast of primordial energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC 19), taking 8d6 force damage on a failed save, or half as much damage on a successful one.

  • Primal Breath: Lighting Storm. Every creature within the area must make a Constitution saving throw (DC 19) or be stunned until the end of their next turn.

Mythical Actions

While in this form, you can take 3 mythical actions, choosing from the options below. Only one mythical action can be used at a time and only at the end of another creature's turn. You regain 1 spent mythical action at the start of your turn.

  • Detect. You make a Wisdom (Perception) check.

  • Attack. You make one attack.

  • Cast a Spell (Costs 2 Actions). You cast a spell you have prepared in your druid spell list, expending a spell slot as normal. The spell can't be higher than 5th level.

Alternatively, you can spend one Mythical Action to cast a spell you have prepared in your druid spell list, expending a spell slot as normal. The spell can't be higher than 5th level.

"Storm King, oh Storm King

Ruler of the winds and lightning

In your realm, we all must bow

Or feel the power of your howl"

Suggested Beastial Traits. It is a suggested options for an archdruid that want to play as Storm King:

  • Aerial Strike.
  • Ancestry: Air Elemental (5 points).
  • Ancient Beast's Agility (6 points).
  • Breath Weapon of the Ancient Beast (4 points).
  • Flight (2 points).
  • Magic Weapons (4 points).
  • Mythical Actions (3 points).

Ruler of the Sky. Storm King is a monster that takes the form of a massive manta ray, with a wingspan that stretches across the sky. Its body is covered in shimmering scales that reflect the colors of the rainbow, and its eyes glow with an eerie, otherworldly light.

Harbringer of the Storm. Storm King is a creature of the elemental plane of air, able to summon thunder and lightning with a flick of its tail. It roams the skies, seeking out storms and bringing them under its control. With a single flap of its mighty wings, it can create massive gusts of wind that can tear apart buildings and uproot trees.

Neutral Guardian. Despite its fearsome appearance and destructive power, Storm King is not an inherently evil creature. It is simply a force of nature, driven by its own instincts and desires. It does not seek out conflict, but will defend itself fiercely if threatened. Some say that Storm King is a guardian of the skies, protecting the world from the worst ravages of the storm. Others believe that it is a vengeful spirit, punishing those who anger the gods with its wrathful storms.

Protector of the Magical Beasts. Storm King was once a druid, a protector of the natural world and all its inhabitants. He lived a simple life in a small community of like-minded individuals. One day, a group of hunters came to the area, seeking to capture and kill the magical creatures that dwelled there. The druids, including Storm King, tried to reason with them, explaining the importance of preserving the balance of nature. But the hunters would not be dissuaded.

Recurring of the Storm. In the ensuing conflict, Storm King fought valiantly to defend the creatures under his care. Despite his best efforts, however, he was ultimately overpowered and killed. But as he lay dying, his spirit merged with the very air elemental that he had died trying to protect. He became one with the wind and the lightning, taking on a new form and new power. Now, as the Storm King, he roams the skies, protecting the natural world and punishing those who seek to harm it. His thunderous roar and crackling lightning strikes serve as a warning to all who would dare to disturb the delicate balance of the world.

Playing Storm King As A Legendary Monster. If your players want to attempt to face against Storm King. Changing Mythical Actions feature to Legendary Actions which Storm King regains 3 Legendary Actions at the beginning of his turn.

Legendary Resistance. Give Storm King 3 legendary resistance per long rest.

Lair Action. On initiative count 20 (losing initiative ties), Storm King takes a lair action to cause one of the following magical effects:

  • Call Lighting. Storm King casts Call Lighting. If he is already concentrating on it, he call down one strike of Call Lighting.

  • Static. Creatures within 60 feet of Storm King have vulnerability to lightning damage until initiative count 20 on the next round.

Additional Feature. Storm King's natural weapon deals additional 2d6 lighting or thunder damage.

Additional Legendary/Mythical Actions. As a legendary monster, you can add these action into the list of Storm King's Legendary or Mythical Actions.

  • Call Lighting (2 Actions). Storm King casts Call Lighting. If he is already concentrating on it, he call down one strike of Call Lighting.

Spellcasting. Storm King can cast a spell of 5th level or lower with his Mythical Actions, as a legendary monster, instead he can cast a spell, expending a spell slot as normal. Storm King is a 20th level druid. His spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). Storm King can cast Call Lighting at will and has the following druid spells prepared:

  • Cantrips (at will): druidcraft, gust, thunderclap
  • 1st level (4 slots): absorb elements, detect magic
  • 2nd level (3 slots): dust devil, warding wind
  • 3rd level (3 slots): sleet storm, wind wall
  • 4th level (3 slots): conjure woodland Beings, freedom of movement
  • 5th level (3 slots): cone of cold, control winds

Playing As Storm King

Playing as Storm King, you should have aerial advantage. Trying to keep your distance away from your enemies and attack them with your aerial strike. Your Primal Breath can stun a group of creature which could come in handy for your team.

Your spell list has a spell that gives you control over sky and lighting, you should maintain your concentration on call lighting or control wind as soon as the combat start. Out of your turn, you could strike your flying foe down with dust devil.



Broodmother

Large Fiend, Unaligned


  • Armor Class 17 (Fiend)
  • Hit Points 165 (20d8+60)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 16 (+3) 13 (+1) 20 (+5) 11 (+0)

  • Saving Throws Con +9, Int +7, Wis +11
  • Skills Athletics +11, Investigation +7, Perception +11, Stealth +11
  • Damage Immunity fire, poison
  • Condition Immunity poisoned
  • Senses Darkvision 60 ft., passive Perception 21
  • Languages Common, Druidic, Gnomish
  • Proficiency Bonus 6
  • Challenge 20

Ancestry: Fiend. Your creature type changes to Fiend.

Beastial Vigor. You gain additional 60 hit points.

Magic Weapons (6 points). Your attacks in Mythical Beast form count as magical. You gain a +3 bonus to your attack and damage rolls for your natural weapon.

Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Web Spinner. While in contact with a web, you know the exact location of any other creature in contact with the same web. You ignore movement restrictions caused by webbing. In addition, you can spend 1 hour to create a 15 feet radius of web which lasts until destroyed (AC 10; hp 5; vulnerability to fire damage;

immunity to bludgeoning, poison, and psychic damage). The web area is difficult terrain.

Actions

Extra Attack. When you take an attack action, you can attack twice.

Bestial Strike. Melee Attack: +14 to hit, reach 5 ft., one target. Hit: 2d8+8 bludgeoning, fire, piercing, poison, or slashing damage + 2d6 poison damage and the target of your attack must make a Constitution saving throw (DC 19) or be paralyzed until the end of its next turn.

Primal Breath (Recharge 5–6). You exhale a blast of primordial energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC 19), taking 7d6 fire, force, or poison damage on a failed save, or half as much damage on a successful one.

Mythical Actions

While in this form, you can take 3 mythical actions, choosing from the options below. Only one mythical action can be used at a time and only at the end of another creature's turn. You regain 1 spent mythical action at the start of your turn.

  • Detect. You make a Wisdom (Perception) check.

  • Attack. You make one attack.

  • Cast a Spell (Costs 2 Actions). You cast a spell you have prepared in your druid spell list, expending a spell slot as normal. The spell can't be higher than 5th level.

Alternatively, you can spend one Mythical Action to cast a spell you have prepared in your druid spell list, expending a spell slot as normal. The spell can't be higher than 5th level.

"So beware the queen of spider kind

For in her lair, you'll surely find

The Broodmother, her power refined

And with her brood, you'll be confined."

Suggested Beastial Traits. It is a suggested options for an archdruid that want to play as Broodmother:

  • Ancestry: Fiend (5 points).
  • Climb (2 points).
  • Deadly Venomous (3 points).
  • Magic Weapons (6 points).
  • Mythical Actions (3 points).
  • Pack Tactics (2 points).
  • Web Spinner (2 points).

Mother of All Spider. The Broodmother is a colossal spider, larger than any other spider in existence. She is the mother of all spiders, with a brood that stretches across the land, from the deepest caves to the highest mountains. Her body is covered in thick, black fur, and her eyes are a deep, piercing red. Her mandibles are sharp and deadly, capable of tearing through steel and stone with ease. And her legs are as thick as tree trunks, able to crush anything in their path.

Creature of Instinct. Despite her fearsome appearance, the Broodmother is not an inherently evil creature. She is simply a creature of instinct, driven to protect her brood and ensure their survival.

Into the Spiderweb Many who have ventured into the Broodmother's lair have never returned, falling victim to her deadly traps and the relentless pursuit of her offspring. But for those who are able to navigate the maze and survive the dangers within, there are rumors of treasures beyond imagining, hidden away in the depths of the spider queen's domain.

Once Upon A Time. Long ago, the Broodmother was known by a different name. She was once a druid, a member of a powerful adventuring party that journeyed across the land to vanquish evil and protect the innocent. But one day, the party fell into the clutches of a wicked spider goddess, who sought to kill them all. The druid knew that she could not let this happen, and so she made the ultimate sacrifice.

Eternal Bounded. She offered herself to the goddess, becoming the Broodmother, the mother of all spiders. Her body was transformed into a vessel for the goddess's will, and she was tasked with producing armies of spiders for the goddess's bidding. As the years passed, the Broodmother's influence grew, and her armies spread across the land. Many feared her and saw her as a monster, but some recognized her for the hero she truly was.

Playing Broodmother As A Legendary Monster. If your players want to attempt to venture into Broodmother's lair. Changing Mythical Actions feature to Legendary Actions which Broodmother regains 3 Legendary Actions at the beginning of her turn.

Legendary Resistance. Give Broodmother 3 legendary resistance per long rest.

Lair Action. On initiative count 20 (losing initiative ties), Broodmother takes a lair action to cause one of the following magical effects:

  • Mother's Call. Broodmother calls her children to her aid, summoning 4 Phase Spider (MM p.334) and 4 Giant Spider (MM p.328) to an unoccupied location within her lair.

  • Toxic Cloud. Creatures that are not spiders within 60 feet of Broodmother must make a Constitution saving throw (DC 19). On fail, it takes 21 (6d6) poison damage and is poisoned until the end of its next turn. On success, it takes half damage and is not poisoned.

Additional Feature. Broodmother gains the Primal Breath: Web beastial trait.

Additional Legendary/Mythical Actions. As a legendary monster, you can add these action into the list of Broodmother's Legendary or Mythical Actions.

  • Web (2 Actions). Broodmother casts Web. It doesn’t require concentration.

Spellcasting. Broodmother can cast a spell of 5th level or lower with her Mythical Actions, as a legendary monster, instead she can cast a spell, expending a spell slot as normal. Broodmother is a 20th level druid. Her spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). Broodmother can cast Web at will and it doesn’t require concentration. She has the following druid spells prepared:

  • Cantrips (at will): poison spray, primal savagery
  • 1st level (4 slots): detect poison and disease, snare
  • 2nd level (3 slots): earthbind, protection from poison
  • 3rd level (3 slots): conjure animals (spider only), meld into stone
  • 4th level (3 slots): dominate beast, hallucinatory terrain
  • 5th level (3 slots): insect plague, wrath of nature

Playing As Broodmother

Playing as Broodmother, you should have control over your surrounding. If you have time to prepare for a battlefield, you should have spread the web area as far as possible and allow your team to utilize the difficult terrain you created. Your venom can paralyze an enemy render them ineffectual in combat.

Your spell list has a spell that conjures beasts or in your case, your spiderling. You should maintain your concentration on conjure animal or web as soon as the combat start. Your power relies on your summons, Pack Tactics trait makes sure your attack usually hit.



Sugar Plum Fairy

Medium Fey, Chaotic Good


  • Armor Class 24 (Ancient Beast's Presence)
  • Hit Points 125 (20d8+60)
  • Speed 60 ft., fly 60 ft.

STR DEX CON INT WIS CHA
20 (+5) 25 (+7) 16 (+3) 13 (+1) 20 (+5) 25 (+7)

  • Saving Throws Dex +13, Int +7, Wis +11
  • Skills Acrobatics +13, Perception +11, Persuasion +13, Stealth +13
  • Senses Darkvision 60 ft., passive Perception 21
  • Languages Common, Druidic, Gnomish
  • Proficiency Bonus 6
  • Challenge 20

Ancestry: Fey. Your creature type changes to fey. You have the advantage to resist or end charmed conditions.

Ancient Beast's Agility. You have advantage on Dexterity checks and saving throws.

Ancient Beast's Presence. You can add your Charisma modifier to your armor class, this bonus doesn't apply to an attack from a creature who is immune to the charmed condition. You have advantage on Charisma checks and saving throws.

Beastial Vigor. You gain additional 20 hit points.

Magic Resistance. You have advantage on saving throws against spells and other magical effects.

Actions

Extra Attack. When you take an attack action, you can attack twice.

Bestial Strike. Melee Attack: +13 to hit, reach 5 ft., one target. Hit: 1d8+7 bludgeoning, piercing, or slashing damage.

Commanding Presence. Each creature of your choice within 120 feet must succeed on a Wisdom saving throw or become charmed or frightened by you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Primal Breath (Recharge 5–6). You exhale a blast of primordial energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC 19), taking 6d6 force damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Fey Step. You can teleport to a location you can see within 30 feet.

Mythical Actions

While in this form, you can take 3 mythical actions, choosing from the options below. Only one mythical action can be used at a time and only at the end of another creature's turn. You regain 1 spent mythical action at the start of your turn.

  • Detect. You make a Wisdom (Perception) check.

  • Attack. You make one attack.

  • Cast a Spell (Costs 2 Actions). You cast a spell you have prepared in your druid spell list, expending a spell slot as normal. The spell can't be higher than 5th level.

Alternatively, you can spend one Mythical Action to cast a spell you have prepared in your druid spell list, expending a spell slot as normal. The spell can't be higher than 5th level.

"Sugar Plum Fairy, oh so sweet,

A trickster of the fae,

Her chaos spreads with nimble feet,

In her magical, sugary way."

Suggested Beastial Traits. It is a suggested options for an archdruid that want to play as Sugar Plum Fairy:

  • Aerial Strike.
  • Ancestry: Fey (3 points).
  • Ancient Beast's Agility (6 points).
  • Ancient Beast's Presence (5 points).
  • Flight (2 points).
  • Magic Resistance (5 points).
  • Mythical Actions (3 points).

Lady of Mischief. The Sugar Plum Fairy is a mischievous and unpredictable fey creature, known for her love of sweets and her penchant for causing chaos wherever she goes. She appears as an elven woman with long, pointed ears and luminous, almond-shaped eyes that change color depending on her mood. Her skin is pale and smooth as porcelain, and her hair is a riot of candy-colored curls that shimmer in the sunlight.

On her back, she sports a pair of delicate dragonfly wings that sparkle like crystals in the light. These wings give her the ability to fly and flit about like a hummingbird, making her an elusive and hard-to-catch target.

Danger And Delight. Despite her unpredictable nature, the Sugar Plum Fairy is not without her charm. She has a mischievous wit and a playful personality, and she loves nothing more than to tease and taunt those who try to catch her. However, those who underestimate her do so at their peril, for the Sugar Plum Fairy is a powerful force of nature, and her tricks can be dangerous as well as delightful.

Playing Sugar Plum Fairy As A Legendary Monster. If your players want to attempt to catch Sugar Plum Fairy. Changing Mythical Actions feature to Legendary Actions which Sugar Plum Fairy regains 3 Legendary Actions at the beginning of her turn.

Legendary Resistance. Give Sugar Plum Fairy 3 legendary resistance per long rest.

Lair Action. On initiative count 20 (losing initiative ties), Sugar Plum Fairy takes a lair action to cause one of the following magical effects:

  • Trick or Treat. Sugar Plum Fairy casts eldritch blast and uses Fey Step. She can also do it in reverse order.

  • Fey Beguilement. Sugar Plum Fairy targets one creature she can see within 60 feet of her. The target must succeed on a DC 19 Charisma saving throw or be possessed by a fey spirit. While possessed, the target must obey Sugar Plum Fairy's commands. The target can repeat the saving throw at the end of each of its turns, banishing the fey spirit and ending the effect on itself on a success.

Additional Feature. Sugar Plum Fairy has the following magic items, depending on the level of your player's adventuring party: Staff of the Woodlands, Staff of Fire (10th+ level), and Ring of Invisibility (15th+ level).

Additional Legendary/Mythical Actions. As a legendary monster, you can add these action into the list of Sugar Plum Fairy's Legendary or Mythical Actions.

  • Fey Trickery. Sugar Plum Fairy casts eldritch blast.
  • Sweet Retreat. Sugar Plum Fairy uses Fey Step.
  • Glittering Dust (2 Actions). Sugar Plum Fairy spreads rainbow glitter within a 30 feet radius of her, creatures in that area must make a Constitution saving throw (DC 19) or be blinded until the end of its next turn.

Spellcasting. Sugar Plum Fairy can cast a spell of 5th level or lower with her Mythical Actions, as a legendary monster, instead she can cast a spell, expending a spell slot as normal. Sugar Plum Fairy is a 20th level druid. Her spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). Sugar Plum Fairy can cast eldritch blast at will and she adds her Charisma modifier to its damage rolls. She has the following druid spells prepared:

  • Cantrips (at will):, druidcraft, magic stone, shillelagh
  • 1st level (4 slots): goodberry (deadly sweet), faerie fire
  • 2nd level (3 slots): enlarge/reduce, pass without trace
  • 3rd level (3 slots): plant growth, summon fey
  • 4th level (3 slots): confusion, conjure woodland beings (pixies only)
  • 5th level (3 slots): geas, tree stride

Playing As Sugar Plum Fairy

Playing as Sugar Plum Fairy, you are not meant to be at the front line of combat. You should use your Commanding Presence to charm or frighten enemies as soon as combat start. Sugar Plum Fairy can use her Fey Step to get out of sticky situation and her amazing Charisma score should help her against a capture spell like wall of force or forcecage. Likewise, her Dexterity score and her Magic Resistance trait also help with any tricky situation related to magical effects or spells.

At the beginning of combat, if there are trees around your battlefield, it might be at your advantage to cast and maintain concentration on tree stride first to utilize the mobility it gives.

Your natural weapon in your mythical beast form is unfortunately not magical, which means it might not deal as much damage or none at all to an enemy in 4 tier level of adventure. It's best to rely on a weapon enhanced by shillelagh or a ranged attack by magic stone. This form is intended not to rely on its natural weapon, at this level of play, you most-likely own a magic item or two. Use them, it might a staff of woodland or a wand of fireball.

Tips & Tricks on Mythical Wild Shape

Feats You Should Take

Ranking from 1 (okay) to 3 (great). Your mythical beast lacks the use of their bonus action and reaction, any feat that fulfill your action economy is advisable.

Crusher (3), Piercer (2), and Slasher (2). All of these feats affect your damage type, which in your mythical beast you can choose to deal bludgeoning, piercing, or slashing damage from your natural weapon. They are all half feat but only Crusher allows you to increase your Constitution score.

Dwarven Fortitude (1). Hit die you spent is from your mythical beast, it is another resource you rarely use. Unfortunately it's only reserved for dwarf.

Gift of the Chromatic Dragon (3). It gives you a use of your bonus action and reaction which your form normally doesn't have. It also grant you resistance to 5 damage types with only your reaction.

Gift of the Gem Dragon (3). A feat that gives a use of your reaction even in your mythical beast form. Plus, it's a half feat that could improve your Wisdom score.

Gift of the Metallic Dragon (3). A feat that gives a use of your reaction even in your mythical beast form. Plus, it's a half feat that could improve your Wisdom score. A free use of cure wounds can be used outside of combat.

Mobile (2). This is a Flyby trait for free, definitely useful if you are not the tank of the group.

Resilient (3). Another must have feat but with options, Resilient on Constitution is great for maintain concentration on a spell but Dexterity is the most common saving throw there is.

Savage Attacker (1). Your natural weapon in mythical beast is still a melee weapon. This feat slightly increases your damage per attack.

Telekinetic (2). Another feat that gives a use of your bonus action, you could pull or push your ally out of a creature's melee range. Plus, it's a half feat that could improve your Wisdom score.

War Caster (2). A must have feat that enhances your concentration on a powerful spell.

Don't Forget Your Weapon

At 5th level, your mythical beast gains an extra attack.

This does not limit to only its natural weapon. You can use a +2 Quarterstaff you found in a dungeon as well. And because Mythical Wild Shape does not force you into a beast that has no limb, you can use your item or weapon if you choose.

Choose Your Race/Species Wisely

Because of how Mythical Wild Shape is designed, you can retain any racial feature. Which means you can mix and match your beastial traits with racial traits of yours.

Races with flying speed. Flying is always going to be powerful. Having them is nice and it saves your slot for beastial traits.

Races with climbing speed. Climbing is the next best movement after flying, and it's more DM friendly.

Races with swimming speed. It's more situational but still good to have, saves your slot for beastial traits.

Astral Elf or Eladrin. Fey ancestry and a bonus action teleport are amazing with your mythical beast.

Firbolg. Turn invisible as a bonus action is powerful. Also, Firebolg's speech of Beast and Leaf fits with druid play style.

Goblin. You can disengage or hide as a bonus action. Fury of the Small is also work well with your mythical beast if you choose its size to be Tiny or Small.

Hadozee. Glide is still semi-fly speed.

Halfling. Being lucky will never hurt anyone, especially now that you could have darkvision for free in your mythical beast form.

Hobgoblin. Help as a bonus action is nice and you can use Fortune from the Many to save yourself.

Plasmoid. Free amorphous trait, could be useful.

Satyr or Yuan-ti Pureblood. Two races that have the most powerful racial trait: Magic Resistance.

Tabaxi. Feline Agility will always come in handy.

Tortle. 17 armor class that doesn't have to go away like a normal Wild Shape is definitely powerful.

Vedalken. Advantage on Intelligence, Wisdom, and Charisma saving throws are undeniably powerful.

Druid's Subclass

There are some subclass that works well with Mythical Wild Shape.

Circle of Dreams. You can still use its Balm of the Summer Court while in your mythical beast form.

Circle of Spores. Halo of Spores works well if you intend to be the frontliner and get into the fight. Unfortunately, Symbiotic Entity shares a use of Wild Shape so it might not be used as often.

Circle of the Shepherd. Fortunately, Spirit Totem doesn't rely on your Wild Shape. So you have it up as you transform into a mythical beast.

Mercy's Guide To

Mythical

Wild Shape

My other Homebrew contents, including spells, subclasses, and playable races, can be found for free on r/dimijung41.

 

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