Druidlights: Spirits of the Natural Order

Hey everyone, I've been wanting to post this for a while. A lot of these are old, and I've had to take old printed paper creature blocks and type them down for use as the original papers are like 15 years old. Regardless, these are a race of angel like nature spirits who protect the natural order of the world. Created by ancient nature gods, or in my current campaign setting, created by Gaia, The Druidlights are a hierarchy of powerful nature-spirits — divine beings created by the ancient gods of life to preserve the balance of the living world. They are to nature what angels are to good: luminous, eternal, and utterly devoted, yet alien in their priorities.

They defend the natural order from destruction, be it by fiends, necromancy, unchecked civilization, or cosmic corruption, not out of mercy, but out of necessity.

Their light is not gentle warmth but sunlight on snow: radiant, healing, and merciless.

The Hierarchy

The Druidlights are organized more by resonance than by rank. Each caste embodies a stage in the cycle of nature: birth, growth, defense, judgment, and renewal.
CasteCRRoleDescription
Wisp2Seed / HealerTiny teal lights that bond symbiotically with beasts, plants, and mortals to nurture life back from collapse.
Reveler5Voice / VanguardPunk-spirited outsiders who fight and party in equal measure; they wield bardic and martial power, countering darkness with music and laughter.
Druidlight12Heart / GuardianThe serene, radiant core of the order; dual cleric-druid casters who act as commanders and healers, defending nature with calm divinity.
Guardian13Shield / KnightValor-plated protectors — mythril-armored angels of the wild — blending omdura and fighter might.
Radiant20Sword / ParagonSix-winged paladins of sunlight, enforcers of the Druidlight creed, wielding the Barrier Shield to turn back entire armies.
Redeemer30Judge / ArbiterTowering behemoths of hardened light who offer empires one chance to surrender before annihilation.
Renewer60Cataclysm / RebirthGodlike, flower-born avatars of destruction and rebirth, who use the Atomic Effect cosmic ability to burn civilizations or even continents to ash to purify them before restoring life anew.


Here is the first few Druidlights, The Wisp, The Reveler, the namesake Druidlight, and The Guardian, I hope you enjoy.
 
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Wisp


This tiny globe of teal light drifts gently through the air, its glow waxing and waning like a pulse of breath. It radiates warmth and comfort, settling near plants, beasts, or weary travelers with an almost instinctive kindness. When it merges with a creature, its glow disappears into the host, leaving only a sense of quiet strength in its wake.


CR 2

XP 600
NG Tiny outsider (druidlight, extraplanar, incorporeal, good)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +5





Defense


AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size)
hp 19 (3d10+3)
Fort +2, Ref +7, Will +4
Defensive Abilities incorporeal, spirited away, symbiotic bond
Immune disease, natural poisons
Resist acid 10, cold 10, electricity 10





Offense


Speed fly 40 ft. (perfect)
Melee incorporeal touch +5 (1d4 nonlethal plus renewal touch)
Special Attacks renewal touch
Spell-Like Abilities (CL 3rd; concentration +5)
—At will: guidance, stabilize, light
—3/day: cure light wounds, detect animals or plants, speak with animals
—1/day: lesser restoration





Statistics


Str —, Dex 18, Con 12, Int 8, Wis 14, Cha 14
Base Atk +3; CMB +6 (trip only); CMD 14 (can’t be tripped)
Feats Improved Initiative, Skill Focus (Perception)
Skills Fly +12, Knowledge (nature) +5, Perception +5, Stealth +12, Survival +5
Languages truespeech, druidic; telepathy 60 ft.





Ecology


Environment temperate forests, sacred groves, or glades
Organization solitary, pair, or cluster (3–6)
Treasure none





Special Abilities


Renewal Touch (Su): A creature struck by a wisp’s incorporeal touch also gains a fleeting boon of life. Allies struck are healed 1d4 hp; enemies struck must succeed on a DC 13 Fortitude save or be dazzled for 1 round as teal restorative light overwhelms them. The save DC is Charisma-based.


Symbiotic Bond (Su): A wisp may merge its essence with a willing creature (animal, plant, or humanoid) within 30 feet as a standard action. While bonded, the wisp becomes invisible and incorporeal within the host, traveling alongside them but unable to take other actions (except ending the bond as a free action).


While bonded, the host gains the following boons:


  • Immunity to natural diseases and ingested poisons
  • +1 insight bonus to AC
  • +2 insight bonus on Perception checks
  • Endurance as a bonus feat
  • DR 1/cold iron or magic

The host retains these benefits permanently even after the wisp departs. A bonded wisp cannot use attacks or spell-like abilities, but may communicate telepathically with its host. If the host dies, the wisp is ejected and must succeed at a DC 15 Will save or be spirited away (see below).


Spirited Away (Su): When a wisp would be slain (0 hp or lower, or subject to an effect that would kill or destroy it), it automatically teleports and plane shifts to Rathwood, its home plane, reverting to dormant form. This occurs as an immediate action and cannot be prevented, though it leaves behind any items it carried.


Truespeech (Ex): A wisp can understand, speak, and write all languages as though under a permanent tongues spell. Unlike tongues, this also applies to written words.


Druidlight Traits (Ex): All druidlights share immunity to disease and natural poisons, resistance to acid, cold, and electricity, and knowledge of Druidic.





Combat

Wisps avoid combat whenever possible, preferring to aid from the shadows of trees or within their bonded hosts. They are incorporeal and non-aggressive, using their light only to guide, heal, or ward away predators.
If cornered, a wisp disorients foes with dazzling flashes and retreating bursts of speed, often leading attackers into briars, animal dens, or other natural hazards. A bonded wisp instead channels vitality into its host, granting bursts of vigor and clarity while the host defends itself.
Wisps never fight to kill — they exist to preserve life, not take it — and will only unleash destructive energy in self-defense or when defending a sacred grove.




Lore


Wisps are the smallest sparks of the druidlights, flickering teal motes of primal will. They slip quietly into wounded ecosystems and fragile hearts, merging with plants, beasts, or even rare humanoids. Their presence grants resilience, allowing whole species to recover after disaster. Though they appear fragile, each bond they make fuels their own renewal, slowly restoring them until they ripen into greater forms such as Revelers.
 
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Reveler


This sharp-eyed, punkish elf struts with a swagger, clad in mismatched garb from eras past and future. Its laughter is loud, its grin defiant. When it claps or stamps, the air itself shakes with rhythm, and its voice can sway hearts, terrify foes, or summon others of its kind in a flash of brilliant light.


CR 5
XP 1,600
CN Medium outsider (druidlight, native, good)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +9





Defense


AC 20, touch 15, flat-footed 15 (+3 Dex, Bracers of Armor +2, +2 Wis, +3 natural)
hp 45 (6d10+12)
Fort +7, Ref +8, Will +7
DR 5/cold iron; Resist acid 10, cold 10, electricity 10
Immune disease, natural poisons





Offense


Speed 40 ft.
Melee unarmed strike +8 (1d8+4) or slam +8 (1d6+4)
Full Attack flurry of blows +8/+8 (1d8+4) and slam +3 (1d6+2)
Special Attacks bardic performance 9 rounds/day, flurry of blows, voice of the reveler
Spell-Like Abilities (CL 6th; concentration +8)
—At will: detect magic, ghost sound, charm animal, charm person, stabilize, flare, prestidigidations, acid splash, vanish
—3/day: cure light wounds, hideous laughter, magic fang
—1/day: ethereal jaunt, improved invisibility





Statistics


Str 18, Dex 16, Con 14, Int 10, Wis 14, Cha 14
Base Atk +6; CMB +10; CMD 22
Feats Multiattack, Improved Unarmed Strike, Dodge
Skills Acrobatics +11, Bluff +11, Intimidate +11, Knowledge (nature) +8, Perform (sing or instrument) +12, Sense Motive +9, Stealth +8
Languages truespeech, druidic; telepathy 100 ft.





Ecology


Environment temperate forests, hidden groves, wild taverns
Organization solitary, duet, or band (3–7)
Treasure standard





Special Abilities


Voice of the Reveler (Su): Once per day, a reveler can unleash a supernatural chorus in place of its bardic performance. All creatures within 60 ft. (except druidlights) must succeed at a DC 15 Will save or be affected as though by charm person, sleep, or fear (reveler’s choice). This is a sonic, mind-affecting effect. The save DC is Charisma-based. A creature that successfully saves cannot be affected again by that particular reveler’s voice for 24 hours.


Light Beacon (Su/Item): About one in ten revelers carries a Light Beacon, a crystalline tube with a plunger. Activating the beacon (a standard action) sends a brilliant pillar of golden-teal light skyward, dispelling any ongoing magical darkness effects within 1 mile as though by daylight heightened to 6th level. All druidlights within 100 miles instinctively sense the beacon’s activation. Revelers specifically may immediately teleport/plane shift to the beacon’s location, arriving in flashes of snapping light and pops like old flashbulbs going off like distant cameras. Other druidlights can move toward the beacon normally.


Spirited Away (Su): When slain, revelers vanish in golden-teal light, returning to Rathwood as wisps.


Druidlight Traits (Ex): All druidlights share immunity to disease and natural poisons, resistance to acid, cold, and electricity, and knowledge of Druidic.





Combat

Revelers fight like brawlers and performers in one body — agile, unpredictable, and loud. In battle they open with glitterdust or hideous laughter to disrupt ranks before closing the distance with flurries of kicks, elbows, and slams. If pressed they'll vanish and use magic fang and cure light wounds to heal up before engaging again at an advantage.
They fight with ferocity, furious and tough, and use bardic performances to bolster allies or taunt enemies into breaking formation.
Against shadow-borne foes such as the Darkeners, or the undead, Revelers activate their Light Beacons to dispel darkness and call in reinforcements, teleporting bands of their kin directly into the fray.
If outmatched, they vanish with greater invisibility or ethereal jaunt, retreating only to gain reinforements.
Revelers will fight to the death to protect what's good and innocent in the world, even if terribly outmatched.




Lore


Revelers are the punks, rabble-rousers, and troubadours of the druidlights. They favor mortal shapes, blending into taverns and protests alike, loudly proclaiming the will of the world, fighting for the downtrrodden both man and animal alike. Their music, thier voice, is both joyous and a weapon. In dire times, their beacons flare across the sky, summoning their kin to answer trouble in brilliant defiance.
 
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Druidlight


This luminous, elf-like being radiates warmth and power. Silver-white hair frames a face of alabaster skin etched with glowing mithril veins, and eyes that gleam like gemstones. Every movement carries the calm weight of eternity, and a faint halo of cold golden light ripples around it like sunlight on snow.


CR 12
XP 19,200
NG Medium outsider (druidlight, native, good)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +21





Defense


AC 27, touch 13, flat-footed 25 (+2 Dex, +8 armor, +4 natural, +3 deflection)
hp 120 (12d10+48)
Fort +12, Ref +9, Will +16
DR 10/cold iron and magic; Resist acid 20, cold 20, electricity 20
Immune disease, natural poisons; SR 21
Defensive Abilities gracelight, positive energy aura; Spirited Away (Su)





Offense


Speed 40 ft.
Melee +2 greatclub (spirit weapon) +17/+12 (1d10+5, ×3) or slam +15 (1d6+4)
Space 5 ft.; Reach 5 ft.
Special Attacks scion of light, spirit weapon
Spell-Like Abilities (CL 10th; concentration +15)
Constant — speak with animals, speak with plants
At will — detect evil, detect magic, searing light, create water, gust of wind, protection from evil, stabilize
3/day — mass cure light wounds, summon nature’s ally III, dispel magic, wind wall
1/day — magic circle against evil, summon nature’s ally V, cure serious wounds, flame strike


Divine & Druidic Spells (DC 18 + spell level; CL 10th)
The druidlight prepares and casts spells as both a 10th-level cleric and 10th-level druid.
Caster Level 12th (both classes) Concentration +17 (Wis +7, class +10)
Domains: Sun and Healing

Cleric Spells Prepared:
6th (3/day): blade barrier, heal, sunbeam
5th (4/day): flame strike, mass cure light wounds, righteous might, true seeing
4th (4/day): death ward, dismissal, restoration, sending
3rd (5/day): daylight, dispel magic, magic circle against evil, prayer, searing light
2nd (6/day): aid, consecrate, lesser restoration, resist energy, spiritual weapon, zone of truth
1st (6/day): bless, command, cure light wounds, divine favor, protection from evil, sanctuary
0 (at will): create water, detect magic, detect poison, guidance, light, stabilize

Druid Spells Prepared:
6th (3/day): antilife shell, heal, transport via plants
5th (4/day): call lightning storm, cure critical wounds, tree stride, wall of thorns
4th (4/day): flame strike, freedom of movement, ice storm, reincarnate
3rd (5/day): call lightning, cure moderate wounds, neutralize poison, protection from energy, water breathing
2nd (6/day): barkskin, flame blade, gust of wind, lesser restoration, resist energy, summon swarm
1st (6/day): cure light wounds, entangle, faerie fire, longstrider, obscuring mist, speak with animals
0 (at will): detect magic, guidance, mending, purify food and drink, stabilize





Statistics


Str 16, Dex 14, Con 18, Int 16, Wis 24, Cha 22
Base Atk +12; CMB +15; CMD 28
Feats Combat Casting, Improved Initiative, Toughness, Weapon Focus (greatclub), Selective Channeling, Empower Spell
Skills Diplomacy +22, Knowledge (nature) +21, Knowledge (planes) +19, Perception +21, Sense Motive +23, Spellcraft +19, Survival +21, Perform (oratory) +17, Use Magic Device +17
Languages Truespeech, Druidic, Sylvan, Common, Elven; telepathy 100 ft.





Ecology


Environment any forest or Rathwood
Organization solitary with twinsoul, pair, or grove (3–8)
Treasure standard (+2 weapon and holy symbol of living light)





Special Abilities


Spirit Weapon (Su): As a move action, a druidlight summons a weapon of solid radiance. The weapon can take any form the druidlight desires (simple, martial, or exotic), counts as a +2 keen weapon, and is considered magic and good-aligned for overcoming DR. It may be dismissed as a free action. If wielded by another, it functions as a mundane weapon of its type.


Scion of Light (Su): A druidlight can channel positive energy 10/day as a 10th-level cleric. This channel simultaneously heals living creatures and harms undead. Against undead it deals double damage (10d6 × 2), and against living foes of any alignment it may instead deal half damage (Will DC 20 half) and dazzle for 1 round per die of damage. The save DC is Charisma-based.


Death Throes (Su): If a Druidlight is slain or forced to use it's Spirited Away ability, it unleashes one automatic immediate Scion of Light upon it's foes upon death. This can either be the healing burst to support it's allies and damage undead or more commonly the searing dazzling blast dealing damage to all foes undead and living alike.


Twin Soul (Ex): Each druidlight is linked to a creature of nature’s might — often a unicorn, drake, or ancient beast. This bond functions as a druid’s animal companion (10th-level druid), except the ally may be any magical beast or dragon of CR 6 or less. Alternatively, the druidlight may choose to gain wild shape as a 10th-level druid or imbue its spirit weapon with a divine bond as a 10th-level paladin.


Gracelight (Ex): A druidlight adds its Charisma bonus (+6) as a sacred bonus to all saving throws (Divine Grace).


Positive Energy Aura (Su): A druidlight radiates illumination equal to a torch and gains a +3 deflection bonus to AC while it burns. Undead within 10 ft. take 2d6 points of positive energy damage at the start of their turns; contact with the druidlight (e.g., grappling or touch attacks) inflicts 4d6 positive damage.


Ghostspeech (Su): A druidlight may speak freely with the dead as if they were living beings. This ability bypasses the usual limits of speak with dead; the dead may choose not to answer but can be influenced by social skills.


Truespeech (Ex): The druidlight can understand, speak, and write any language, including non-verbal forms such as telepathy or pheromones, as though under a permanent tongues effect.


Woodland Stride and Trackless Step (Ex): As a druid.


Spirited Away (Su): When slain, the druidlight’s form erupts in gold-white radiance and its essence returns to Rathwood as a wisp.





Combat

A Druidlight commands the battlefield with divine precision. If it has time before combat begins it may summon a small army of animals, usually wolves and eagles for support and to harry and wittle down foes. It opens with flame strike, wall of thorns, or antilife shell to shape the terrain, then unleashes searing light upon foes and uses spells as needed, and if pushed into melee, it wades calmly into melee combat with its radiant Spirit Weapon.
The Druidlight uses Scion of Light to simultaneously heal allies and sear undead, often following up with heal or mass cure to restore its forces mid-battle.
When facing fiends or necromancers, it prefers to cripple enemy spellcasters first with dispel magic or sunbeam, relying on its aura to punish undead that draw too close.
If surrounded or gravely wounded, it releases a surge of positive energy, blinding foes with divine brilliance, then vanishes — its body bursting into light as it is Spirited Away back to Rathwood.
Druidlights readily kill mortal foes if they pose an existential threat to nature; when possible, they subdue or drive them off, leaving seedlings and vines blooming where the blood fell, but if they encounter a person they previously drove off doing what they were warned not to do anymore again, they give no second chances, killing them outright,




Lore


Druidlights are the enduring sentinels of the natural world — immortal spirits forged by the primeval gods of life to defend the balance of creation. They see themselves not as guardians of mortals but as stewards of the planet itself, intervening only when civilizations or fiends threaten irreversible harm. Though gentle and radiant, they show little sympathy for those who despoil forests or twist life with undeath.

To elves and fey they appear as serene cousins; to mortals they are distant angels of nature. Their brilliance is cold and pure, like sunlight on snow: comforting yet unyielding.
 
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Guardian​


This towering figure gleams like a wall of gold and silver. Wings of radiant metal unfurl from its back as it strides forward, it's massive shield raised, a halberd of gold in one hand, voice steady, it's face appears almost human. When it moves, the ground trembles—not in threat, but in protection, a pulsing steady thrum and glow of golden light emanates around it.


CR 13
XP 25,600
NG Large outsider (druidlight, native, good)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +22
Aura aura of renewal 30 ft. (see Special Abilities), magic circle against evil (constant)





Defense​


AC 32, touch 13, flat-footed 30 (+2 Dex, +11 armor, +5 natural, +4 deflection)
hp 178 (13d10+91)
Fort +15, Ref +10, Will +14
DR 10/cold iron and magic; Resist acid 20, cold 20, electricity 20
Immune disease, natural poisons, fear; Resist compulsion +4; SR 24
Defensive Abilities valor plate, shield of light, fearless; Spirited Away





Offense​


Speed 40 ft., fly 90 ft. (good)
Melee +2 radiant halberd +23/+18/+13 (2d8+10 plus 2d6 holy) and shield bash +20 (1d8+5)
Space 10 ft.; Reach 10 ft.
Special Attacks radiant smite, transpose ally, invocation (Omdura)
Spell-Like Abilities (CL 13th; concentration +19)
Constant—magic circle against evil, shield other
At will—aid, holy smite, greater teleport (self + 100 lbs. of objects only), message
3/day—flame strike, dispel magic, cure serious wounds, daylight
1/day—righteous might (self), holy aura


Omdura Spells (Spontaneous; DC 16 + spell level; CL 10th; concentration +16)
Spells per Day—1st 5/day, 2nd 4/day, 3rd 3/day, 4th 1/day (plus bonus spells for Cha, if used).
Spells Known—
0 (at will): detect magic, guidance, light, read magic, resistance, stabilize
1st (5): bless, command, cure light wounds (auto-added via class), divine favor, protection from evil
2nd (5): aid, bull’s strength, lesser restoration, resist energy, shield other
3rd (4): cure serious wounds, daylight, magic circle against evil, prayer
4th (2): divine power, freedom of movement


(Omdura class features: Detect Alignment at will; Invocation 10 minutes/day total—Protection, Healing, Purify, Justice, etc.; Divine Touch 11/day for 5d6 positive; Divine Infusion [mercies]; Divine Might 2/day; Divine Weapon +2 for 10 minutes, 1/day.)





Statistics​


Str 22, Dex 14, Con 24, Int 14, Wis 20, Cha 22
Base Atk +13; CMB +20; CMD 34
Feats Power Attack, Improved Initiative, Combat Reflexes, Toughness, Shield Focus, Greater Shield Focus, Stand Still, Weapon Focus (halberd)
Skills Diplomacy +22, Fly +20, Intimidate +21, Knowledge (planes) +18, Knowledge (religion) +19, Perception +22, Sense Motive +22, Survival +20
Languages Truespeech, Druidic, Sylvan, Celestial, Common; telepathy 100 ft.





Ecology​


Environment any forest or Rathwood
Organization solitary, pair, squad (3–5) or platoon (6-24)
Treasure standard (valor plate, radiant halberd)





Special Abilities​


Fearless (Ex): Immune to fear; all allies within 10 ft including itself gain a +4 sacred bonus on saving throws vs. charm and compulsion.


Valor Plate (Su): Living +3 full plate grown of mythril sap. The armor is immune to acid, rust, and petrification. As a free action, it unfolds wings of light, granting fly 90 ft. (good).


Radiant Smite (Su): As a swift action, select a foe; the guardian gains a +6 sacred bonus to attack rolls and AC against that target, and adds its Cha bonus (+6) to damage rolls versus that target. Undead, fiends, and aberrations take double damage. Smite ends when the target falls or the battle ends.


Aura of Renewal (Su): 30-ft. aura; allies gain fast healing 5 and a +2 sacred bonus to AC and saving throws. Undead and evil outsiders that start their turn in the aura take 2d6 positive energy damage.


Shield of Light (Su): 3/day, as an immediate action, the guardian projects a 10-ft. radius barrier of sunlight until the start of its next turn; allies within gain DR 10/— and resistance 20 to fire, cold, and electricity. The shield sheds bright light 60 ft.


Transpose Ally (Su): As a standard action, instantly swap places with a willing (or unconscious) ally within line of sight that it can see and that is on the same plane of existence or dimension as it is.


Spear and Shield (Su): As a free action, the guardian can summon a radiant +2 holy halberd and a luminous shield that grants a +4 deflection bonus to AC; it can dispel either weapon or shield as a free action.


Armor Training (Ex): No speed reduction in medium or heavy armor; +1 maximum Dex bonus; –1 armor check penalty.


Weapon Training (Ex): +2 attack/damage with heavy blades; +1 with polearms and spears.


Spirited Away (Su): Upon destruction, the guardian erupts in golden light and returns to Rathwood as a wisp.





Combat​


Guardians fight like sentient bastions. They begin by calling an Invocation (usually Protection for AC or Healing for fast healing), then advance to anchor the line while Aura of Renewal patches wounds and punishes undead and fiends that close. Against unholy ranks, they open with holy smite or flame strike, then charge under Radiant Smite, their halberds carving bright arcs through the dark.
They time Shield of Light to stymie the worst attacks and use Transpose Ally to rip a dying comrade out of danger mid-combat. When the fight hinges on a single enemy, they stack Divine Might and Divine Weapon (often choosing holy or speed) to cut that target down. Guardians don’t retreat; if overwhelmed, they hold long enough for others to escape—and if they fall they are Spirited Away.





Lore​


Guardians are the living shields of the Druidlights—Omduras of metal and will. They are the true soldiers and centurians of the Druidlight forces, powerful and sturdy, they stand strong against all foes, usually only appearing when druidlights are badly pressed or a situation truly needs a strong response, one in which the revelers and druidlights can't handle alone. Their armor hums like a heartbeat in time with the forest’s pulse; their oaths are carved in sunlight. When Guardians march, the air trembles with hymns of renewal and thunderous resolve.

Under their armor they appear almost human, bald and bronze of skin, their eyes glow like molten gold.
 
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