Medium humanoid (druid), Any alignment
| Armor Class | 14 (hide armor) |
|---|---|
| Hit Points | 154 (28d8 + 28) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 14 (+2) | 12 (+1) | 12 (+1) | 20 (+5) | 11 (+0) |
| Saving Throws | Int +5, Wis +9 |
|---|---|
| Skills | Medicine +9, Nature +5, Perception +9 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | passive Perception 19 |
| Languages | Druidic plus any two languages |
| Challenge | 12 |
The archdruid makes three Staff or Wildfire attacks. It can replace one attack with a use of Spellcasting.
Melee Attack Roll: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 21 (6d6) poison damage.
Ranged Spell Attack Roll: +9 to hit, range 120 ft., one target. Hit: 26 (6d6 + 5) fire damage, and the target is blinded until the start of the druid's next turn.
The archdruid casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 17):
At will: beast sense, entangle, speak with animals
3 each/day: animal messenger, dominate beast, faerie fire, tree stride
1 each/day: commune with nature (as an action), mass cure wounds
Medium humanoid (any race), Any alignment
| Armor Class | 16 (hide armor, shield) |
|---|---|
| Hit Points | 132 (24d8 + 24) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 14 (+2) | 12 (+1) | 12 (+1) | 20 (+5) | 11 (+0) |
| Saving Throws | Int +5, Wis +9 |
|---|---|
| Skills | Medicine +9, Nature +5, Perception +9 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | passive Perception 19 |
| Languages | Druidic plus any two languages |
| Challenge | 12 |
Melee Attack Roll: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
The archdruid magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The archdruid reverts to its true form if it dies or falls unconscious. The archdruid can revert to its true form using a bonus action on its turn.
While in a new form, the archdruid retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic components in its new form.
The new form's attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.
The archdruid is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following druid spells prepared:
Cantrips: druidcraft, mending, poison spray, produce flame
Level 1 (4 slots): cure wounds, entangle, faerie fire, speak with animals
Level 2 (3 slots): animal messenger, beast sense, hold person
Level 3 (3 slots): conjure animals, meld into stone, water breathing
Level 4 (3 slots): dominate beast, locate creature, stoneskin, wall of fire
Level 5 (3 slots): commune with nature, mass cure wounds, tree stride
Level 6 (1 slots): heal, heroes' feast, sunbeam
Level 7 (1 slots): fire storm
Level 8 (1 slots): animal shapes
Level 9 (1 slots): foresight