This site is games | books | films

Evil Druids & Dark Druids

Diodorus: “They use their prisoners of war as victims to honor their gods. Some of them even do the same of the animals they captured during war. They kill them with the humans, or burn them, or make them die from other tortures.”

Dark Druid 1
Create

The Quintessential druid
Author Robin O. Duke
Series The Quintessential Series
Publisher Mongoose Publishing
Publish date 2002

Druidism is certainly not an evil religion. Some druids may be of neutral-evil alignment, but they won’t perform human sacrifices. On the other hand, in some remote regions or in lands where Celts mingled with other populations, can be found a degenerated druidic cult of evil practices. These are the “Dark druids“. In fact they shouldn’t be considered true druids; their faith is based on druidism, but they worship dark gods and abide by hideous practices which have nothing to do with true Druidism. Lets see the difference between evil (but true) druids, and dark druids:

– Evil druids: Since druids may be of any neutral alignment, some of them are neutral-evil. Nonetheless, such druids must remain true to druidism (including “Righteousness of Truth”), or will loose their druidic abilities and powers. This means that an evil druid performs much like any other druid (thus no human sacrifice or worship of dark entities). The difference is that an evil druid will use his power and authority for his own gain, where druids should normally serve their community. An evil druid could thus be merciless and oblivious of others’ lives, yet will not stray from his druidic obligations.

– Dark druids: This evil cult is but a degenerated parody of druidism. As such, dark druids are not only evil, but also worship demonic entities and perform human sacrifices on an almost regular basis. The dark druids cult outwardly appears similar to druidism, but wields important differences:

  • – Dark druids do not honor the Celtic gods, but rather worship evil deities such as Crom Cruach or Balor of the fomorians. These deities are not evil Celtic gods, but demons opposed to them.
  • – Dark druids have replaced “Righteousness of Truth” by “Righteousness of Might”. That is: the strongest can do everything he wants provided he has the power to impose it, which is supposedly a reflection of the ways of nature, and thus seen as right by the dark druids. As such, they will often have savage animals (such as winter wolves) and evil sentient plants at their command, with which threaten their slaves and combat their enemies.
  • – Dark druids do not serve their communities. They are parasites who live off the populace through the use of fear and superstition. They support the warrior caste only so in turn it sides with them.
  • – Dark druids are easily recognized from true druids. Instead of wearing white, blue, or green robes, and shaving the front half of their head like true druids, dark druids harbor savage garbs. They typically wear brown robes made of animal skins, and wear caps ornate with horns or animal skulls. Their hair and beard are totally unkempt, and in fact dark druids usually stink from lack of hygiene as well as rotten flesh and dried blood. A dark druid is thus almost impossible to mistake with a true druid.
  • – Dark druids do not conduct their ceremonies in sacred groves and other natural places like true druids. Instead, they built large and sinister temples above and under ground. These are typically filled with corridors and traps, haunted by evil spirits, and normally have a gate to The Otherworld through which their dark gods may manifest themselves (especially Crom Cruach).
  • – Dark druids have replaced sacrifices of gold and jewelry by bloody human sacrifices. As such, they can please their dark masters without losing their wealth (and any so-called sacrifice of wealth goes to their pockets).

-Character classes: dark druids may be of the druid or cleric classes (in the latter case worshipping either Balor or Crom Cruach). Note that they get the Intimidate skill instead of Diplomacy, and have a few special feats of their own (such as undead Shape and Lycanthropic Shape).

THE SKULL-SWORDS

  • Skull Swords 5e 2024
  • Skull Swords 3.5
Evil Druids & Dark Druids
Create

Medium humanoid (human), lawful evil


Armor Class 18 (helmet, furs, large wooden shield, Dodge)
Hit Points 27 (5d8 + 5)
Speed 30 ft.

STRDEXCONINTWISCHA
15 (+2)13 (+1)12 (+1)10 (+0)11 (+0)8 (−1)

Saving Throws Str +4, Con +3
Skills Intimidation +3, Perception +2, Athletics +4
Senses passive Perception 12
Languages Common, Drunic (a corrupted form of Druidic)
Challenge 1 (200 XP)
Proficiency Bonus +2


Traits

  • Shield Wall. When adjacent to another Skull Sword wielding a shield, the Skull Sword gains +1 AC and advantage on saving throws against being pushed or knocked prone.
  • Enforcer’s Presence. Creatures of CR 1/2 or lower within 10 feet of the Skull Sword have disadvantage on saving throws against being frightened.
  • Fear of the Drunes. The Skull Sword has advantage on saving throws against being charmed or frightened, reflecting their indoctrination by the dark druids.

Actions

Multiattack. The Skull Sword makes two melee attacks with its longsword.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Door of Battle (Recharge 5–6). The Skull Sword slams its shield into the ground and adopts a defensive stance. Until the start of its next turn:

  • AC increases by +2.
  • The first melee attack against it each round is made at disadvantage.
  • Any creature that misses the Skull Sword with a melee attack takes 3 (1d6) bludgeoning damage from a retaliatory shield bash.

Reactions

Defensive Bash. When a creature the Skull Sword can see hits it with a melee attack, the Skull Sword can bash with its shield, forcing the attacker to make a DC 12 Strength saving throw or be pushed 5 feet away and knocked prone.


Tactics & Combat Style

Skull Swords fight in disciplined formations, relying on shields and intimidation to control the battlefield. A single Skull Sword is little more than a brutal thug, but in groups they are dangerous:

  • In formation: They form shield walls, creating a defensive phalanx that protects their Drune masters.
  • Opening rounds: A squad often begins with an intimidating shout or formation shift, using Door of Battle to weather initial strikes.
  • Exploitation: They work to surround enemies, pinning them with shield bashes while cutting them down with longswords.
  • Retreat: Rarely do they flee willingly—fear of the Drunes is greater than fear of death. If routed, they attempt to regroup and stall the enemy rather than escape.

Description

Clad in crude furs and rusted helms, Skull Swords are the brutal enforcers of the Drune Cults. Their shields, often referred to as Doors of Battle, are heavy slabs of wood reinforced with iron bands, used as much to intimidate and crush as to defend. Though they lack the honor and discipline of noble warriors, their fearsome loyalty to the dark druids makes them dangerous in numbers.

They are most often found as guards in garrisons, standing armies for the Drunes, or as escorts for more powerful cult leaders.

Evil Druids & Dark Druids
Create

Medium humanoid (human), lawful evil


Armor Class 18 (helmet, furs, large wooden shield, Improved Dodge)
Hit Points 65 (10d8 + 20)
Speed 30 ft.

STRDEXCONINTWISCHA
16 (+3)13 (+1)14 (+2)10 (+0)12 (+1)8 (−1)

Saving Throws Str +5, Con +4, Wis +3
Skills Intimidation +4, Athletics +5, Perception +3
Senses passive Perception 13
Languages Common, Drunic
Challenge 3 (700 XP)
Proficiency Bonus +2


Traits

  • Shield Wall. When adjacent to another Skull Sword with a shield, this creature gains +1 AC and advantage on saves against being pushed or knocked prone.
  • Drune’s Discipline. The Elite has advantage on saving throws against being frightened.
  • Battle Hardened. Once per day, when reduced to 0 hit points, the Skull Sword Elite drops to 1 hit point instead.

Actions

Multiattack. The Skull Sword Elite makes two longsword attacks.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if wielded two-handed.

Shield Slam (Recharge 5–6). The Skull Sword Elite slams its shield into an adjacent creature. The target must succeed on a DC 13 Strength saving throw or take 9 (2d6 + 2) bludgeoning damage and be knocked prone.


Reactions

Parry. The Elite adds +3 to its AC against one melee attack that would hit.


Tactics & Combat Style

Elites lead squads, holding formation under pressure. They:

  • Anchor shield walls, ensuring regular soldiers don’t break.
  • Use Shield Slam to topple enemy leaders or breach lines.
  • Focus on enemy spellcasters if possible, driving them back with relentless shield pressure.

Description

Elite Skull Swords are better equipped and trained than common soldiers. They wear sinister skull masks to strike fear into foes and often serve as bodyguards for dark druids. Their sheer presence enforces discipline, making them dreaded foes in close combat.


Skull Sword 4
Create

Medium humanoid (human), lawful evil


Armor Class 19 (masterwork helmet, furs, large wooden shield, Improved Dodge)
Hit Points 112 (15d8 + 45)
Speed 30 ft.

STRDEXCONINTWISCHA
16 (+3)13 (+1)16 (+3)10 (+0)12 (+1)10 (+0)

Saving Throws Str +6, Con +6, Wis +4
Skills Intimidation +5, Athletics +6, Perception +4
Senses passive Perception 14
Languages Common, Drunic
Challenge 6 (2,300 XP)
Proficiency Bonus +3


Traits

  • Commanding Presence. Allies within 30 feet that can hear the Officer gain advantage on saving throws against being frightened.
  • Shield Wall Commander. When the Officer is within 10 feet of another Skull Sword, both gain +1 AC.
  • Indoctrinated Loyalty. The Officer has advantage on all saving throws against charm and fear effects.

Actions

Multiattack. The Officer makes three longsword attacks.

Masterwork Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) if used with two hands.

Cleave (Recharge 5–6). The Officer makes a single powerful swing. On a hit, the attack also strikes another creature within 5 feet of the target, dealing half damage.


Reactions

Shield Bash Counter. When hit by a melee attack, the Officer may impose disadvantage on the attack roll and, if it misses, immediately make a longsword attack against the attacker.


Legendary Actions

The Skull Sword Officer can take 2 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature’s turn.

  • Command Ally. One Skull Sword ally within 30 feet can move up to half its speed or make one weapon attack.
  • Intimidating Glare. One creature within 30 feet must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn.
  • Defensive Rally (Costs 2 Actions). All allies within 10 feet gain +2 AC until the start of the Officer’s next turn.

Tactics & Combat Style

Skull Sword Officers are battlefield commanders. They:

  • Use Command Ally to reposition troops or swarm a weakened foe.
  • Lead shield formations directly, rather than staying behind.
  • Exploit Cleave to punish clustered enemies.
  • Reserve Defensive Rally to buy time when their lines falter.

Description

The Skull Sword Officer is a drillmaster and enforcer among the Drune cult armies. Grim, disciplined, and terrifying, they are not merely soldiers but instruments of domination. Their commands ring across the battlefield like a dark hymn, rallying their Skull Sword warriors while crushing the spirit of their enemies.

Stats for Skull-Swords in the Slaine d20 game:

Originally Posted by S’mon of the En World forums.

On this Thread

Skull Swords are primarily thugs and enforcers for the Drunes (the dark druids). Their abilities are oriented towards policing – Intimidate, Spot and Listen. Much less fearless than the warriors of the Northern tribes, their feats are primarily defensive in nature, though the best Skull-Swords are still fearsome swordsmen. Stats are default array.

Skull Sword Regular soldier.

This is a typical low-grade Skull-Sword of the sort who form the bulk of the Drune standing armies, garrisons, and guards to low-ranking Drunes. Because they rarely come into contact with the Sloughs they rarely wear breath-masks.

Male human Noble Warrior 1: CR 1; Size M (5 ft., 6 in. tall); HD 1d10+2; hp 12; Init +1 (+1 Dexterity); Spd 30 ft.; AC 18 (+1 Dexterity, +1 helmet, +1 furs, +4 large shield/Door of Battle, +1 Dodge); Attack +3 melee, or +2 ranged; SV Fort +4, Ref +1, Will +1
Strength 15, Dexterity 13, Constitution 14, Intelligence 10, Wisdom 12, Charisma 8.

Skill points: 12
Skills and feats: Climb +4, Intimidate +3, Listen +3 (+1), Spot +5, Door of Battle, Dodge, Weapon Focus (long sword).
Equipment: Helmet, Large wooden shield, fur cloak, iron long sword ATT
+4 dam 1d8+2 crit 19-20/x2, bends on dmg 8+.

Skull Sword elite soldier.

This is an elite Skull-Sword who might be the leader of a squad of regular Skull-Sword troops, bodyguard to a Drune, or part of a Slough’s personal retinue.

Male human Noble Warrior 4: CR 4; Size M (5 ft., 6 in. tall); HD 4d10+8;
hp 35; Init +1 (+1 Dexterity); Spd 30 ft.; AC 18 (+1 Dexterity, +1 helmet, +1 furs, +4 large shield/Door of Battle, +1 Improved Dodge); Attack +7 melee, or +5 ranged; SV Fort +6, Ref +4, Will +2
Strength 16, Dexterity 13, Constitution 14, Intelligence 10, Wisdom 12, Charisma 8.

Skill points: 21
Skills and feats: Climb +6, Intimidate +6, Listen +5 (+3), Spot +8
Weapon Specialisation (long sword), Door of Battle, Dodge, Improved Dodge, lightning reflexes, Weapon Focus (long sword).
Equipment: Skull-Sword mask (sv +8 vs scent attacks), Helmet, Large wooden shield, fur cloak, masterwork iron long sword ATT +8 dam 1d8+5 crit 19-20/x2.

Skull Sword officer.

This is a Skull-Sword commander who might be the leader of a company of regular Skull-Sword troops, or command the elite guards of a Slough’s personal retinue.

Male human Noble Warrior
7: CR 7; Size M (5 ft., 6 in. tall); HD 7d10+14; hp 58; Init +1 (+1 Dexterity);
Spd 30 ft.; AC 18 (+1 Dexterity, +1 helmet, +1 furs, +4 large shield/Door of Battle, +1 Improved Dodge);
Attack +10 melee, or +8 ranged; SV Fort +7, Ref +5, Will +3
Strength 16, Dexterity 13, Constitution 14, Intelligence 10, Wisdom 12, Charisma 8.

Skill points: 30
Skills and feats: Climb +7, Intimidate +9 (+10), Listen +7 (+5), Spot +11
Weapon Specialisation (long sword), Door of Battle, Dodge, Improved Dodge, lightning reflexes, Weapon Focus (long sword), Power Attack, Cleave.
Equipment: Skull-Sword mask (sv +8 vs scent attacks), masterwork Helmet, Large wooden shield, fur cloak, masterwork iron long sword ATT +11/+6 dam 1d8+5 crit 19-20/x2.

Classical authors on druids. Strabo:”Thus, if a man had been consecrated to the gods, he would be struck in the back with a broad sword, and future was foretold from the victim’s death spasms. Victims were never sacrificed without the assistance of druids. As such, sometimes they did shoot victims to death with arrows, or crucified them in their temples, or even built a colossus of wood and wicker, put animals and humans inside and burned the whole.”

Scroll to Top