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How to stop a druid from wildshaping?

WayneLigon

Adventurer
Nifft said:
Put him in metal armor. No Druid spells or supernatural abilities for 24 hours.

See, now that's the kind of stuff I love to see for questions like this: something that most bad guys will actually be able to do without being tricked-out PC-types.
 

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Klaus

First Post
Nifft said:
Put him in metal armor. No Druid spells or supernatural abilities for 24 hours.

Cheers, -- N
What he said.

It don't even need to be a chain shirt. A simple suit of studded leather armor will do the trick.
 




Starglim

Explorer
Put him in a strong chest or bricked-up cell with a bottle of air - something that will confine his animal form just as well as his human one.
 
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IceFractal

First Post
Metal armor is the simplest solution.

For non-Druid shapechangers, putting them in a solid box with air holes smaller than their smallest form will do fine. Make sure the box is either strong enough they can't break it, and/or has spikes on the inside walls.


Note that a suit of Half Plate with Locked Gauntlets makes a great alernative/supplement to normal chains and manacles in general.

* For Rogues - Put it on them hastily, then lock Tower Shields on both hands. Enjoy that -28 penalty to Escape Artist. And they can't use any skills involving hands until they manage to unlock one of the gauntlets.

* For Spellcasters - Same setup. Now they can't cast spells with Somatic components, and even they get one hand free, they're looking at 90% arcane spell failure.

* For Shapechangers - If the armor is strong enough to resist their strength, they can't turn into anything bigger and/or non-humanoid. With a helmet, turning into something smaller just traps them inside the armor.

It's also scalable - if you don't want to totally immobilize them, leave one hand free. They can still eat and avoid falling over, but any escape attempt will be much slower and less stealthy.
 

Warren Okuma

First Post
Wisdom Penalty said:
Hi all -

Let's say bad guys have managed to capture a druid PC. The bad guys don't want to let him turn into something furry or feathery to get away. Short of keeping him incapacitated (unconscious, held, asleep, etc.) and without simply using verbal threats - "You do it we'll kill you and your buddies!" - is there a way or ways within the rules to prevent one from wildshaping? I'm talking from items, spells, what-have-you. Any help?

W.P.

[If this should be in the Rules section, please feel free to send it merrily on its way to yon grounds.]

What alignment are the bad guys? That generally governs what they are going to do to the druid.
 

SPoD

First Post
The only problem with the metal armor bit is that if one interprets that restriction to be one of obedience and adherence to a taboo, there's room for the player to argue that his god (or Mother Nature) would know that the armor had been forcibly placed on him--and by that arguement, he ought to lose his powers every time someone stabs him with a sword, because that's metal too. You're basically changing a spiritual vow into a physical allergy to metal.

At the very least, for internal consistency, you should have the villain use Suggestion to get the druid to put the armor on himself, rather than holding him down and strapping it on. That way, you can tell your player that his god feels he's supposed to have enough willpower to overcome such magic, and if he doesn't, well, sucks to be him for a day.

I do remember that Oriental Adventures had a few spells that dealt with preventing or reversing shapechanges...perhaps a magic "trap" with a visual trigger that activated whenever there was an animal in the room, set to cast "Force Shapechange" (or whatever the spell was called) with an automatic immediate reset. As a bonus, I believe the spell does damage when it forcibly reverts them, so it would have a nice, "Don't try it again!" implication. Also, a rogue would have a chance to disable it like any magic trap, which would give the party rogue a nice way to contribute to the escape.
 

Sitara

Explorer
Actually, if someone was going to kidnap a druid, they would hire a wizard and have him cast hold person on the druid. After that they clamp hi in irona nd toss him into the nearest dungeon.

Even if he can wildshap once he come to, he wont be able to get anywhere. Being bound he will not be able to cast spells such as stone to mud.
 

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