Keeper of the Grove:
Health: 50
Attack: 9, magic (penetrates armor)
Range: 5
Armor: 0/1
Speed: 4
Sight: 8
Actions/Turn: 1
Cost: 6
Abilities:
Thorns aura: Gives 20% melee return damage to attakers buff in range of 4.
Entangling roots: Disables unit's movement and deals it 5 magic damage/turn for 2 turns. affected by Spell resistance but counts only half of it (for example 50% chance for units with 100% spell resistance). No cooldown, 6 range.
Healing rain: Heals all unit (both your and enemies) for 20 hp in 4 range. Cooldown - 2 Turns.
Transform into Forest Guardian's Spirit:Transforms into Forest Guardian. Spells are affected by druids you put near Keeper 'till transform. Sets all spells of druids in range 1 on 5 turns cooldown. At least one druid is needed.
For ability to use all spells you need all 4 druids:
Elf Druid
Druid of the Wind
Druid of the War
Druid of the Claw
Forest Guardian:
Health: 75
Attack: 15, magic (penetrates armor)
Range: 6
Armor: 2/2
Speed: 3
Sight: 9
Actions/Turn: 1
Abilities:
Nature Call: Gives all elven only summoned units +10 attack, +5/+5 defence for 2 turns. Cooldown: 6 turns. Needs Druid of the War before Transformation.
Nature Force: Summon up to 4 Treants near Forest Guardian. Cooldown 3 turns. Needs Elf Druid before Transformation.
Nature Growth: Summon Treant from target corpse. 5 Range, no cooldown. Needs Druid of the Claw before Transformation.
Nature Will: Heals for 50% and gives all Elves +2 damage, +3/+3 Armor for 2 turns. Needs Druid of the Wind before Transformation.
Treant's Stats:
Health: 16
Attack: 5
Range: 1
Defence: 0/0
Speed: 3
Sight: 3
Actions/Turn: 1



